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Shaman powers do not lend themselves to flashy explosions or bolts of fire and acid, instead Shamans bind spirits who grant spells and may either be manifested physically or imbued into an item.
Shaman are capable of accessing spells granted by powerful spiritual entities, manifesting these entities into the physical realm of Lorithandar, or imbuing equipment with their power. Some shaman have a symbiotic relationship with their bound spirits, accepting voluntary service in exchange for help protecting a region or furthering the otherworldly aims of the spirits. Some shaman surround themselves with clan totem spirits, ghosts of fallen ancestors, and other spirits who offer their powers freely out of principle or long standing pact. Other cultures bind spirits forcefully to service, using them to serve their own goals. Whatever the case, a shaman is a gifted individual who can see into the Spirit World, a shadowy realm beyond and overlaying the material world. When choosing a new spirit, a shaman player has several options.


Shaman are capable of accessing spells granted by powerful spiritual entities, manifesting them into the physical realm, or imbuing equipment. Some shaman have a symbiotic relationship with their bound spirits, accepting voluntary service in exchange for help protecting a region or furthering the otherworldly aims of the spirits. Some shaman surround themselves with clan totem spirits, ghosts of fallen ancestors, and other spirits who offer their powers freely out of principle or long standing pact. Other cultures bind spirits forcefully to service, using them to serve their own goals. Whatever the case, a shaman is a gifted individual who can see into the Spirit World, a shadowy realm beyond and overlaying the material world. When choosing a new spirit, a shaman player has several options.
=The Spirit Realm=
{{Main|Spirit Realm}}
Shamanism revolves around interaction with Ghosts, Draconic Spirits, Animal Totems, and Elementals. These beings are native to a shadowy realm overlaying the mortal realm known as the [[Spirit Realm]]. Shaman are capable of perceiving the edges of this realm as it crosses into our own. The conscious mind provides barriers to seeing fully into this world, so many shaman learn the [[Spirit Sight]] ritual to free their conscious mind and perceive the Spirit World.  


=Spirit Realm=
=Choosing a Shamanic Path=
Shamanism can be learned in different ways. This is reflected by selecting a Path that corresponds to the manner in which your character learns control over spiritual powers, which also determines the shaman's Casting statistic.


Shamanism is focused on interaction with the spirits of the dead, nature, totem animals, and elemental spirits. These beings are native to a shadowy realm overlaying the mortal realm known as the [[Spirit Realm]]. Shaman are capable of perceiving the edges of this realm as it crosses into our own. The conscious mind provides barriers to seeing fully into this world, so many shaman use hallucinogens or deep meditation to free their conscious mind and perceive the Spirit World as a layer over the material. A shaman focused in this manner might see strange trees, structures, or spiritual beings other characters are not aware of. Meditation to achieve this state requires a minimum of 10 minutes and a successful Willpower roll. Hallucinogens vary in how quickly they take effect, but it requires at least a Rank 2 drug to perceive the Spirit World. The [[Benefits|Benefit]] "Spirit Sight" can grant this insight without relying on drugs or meditation.
==Path of Knowledge==
Some shaman learn their art with careful practice and study, a method referred to as the Path of Knowledge. They learn the roots and herbs of the forest, and the many names of spirits and beasts alike. Their powers derive from methodologies passed down from shaman to shaman. Those who follow this Path use Intelligence as their primary casting statistic.


=Choosing a Path=
==Path of Nature==
Some shaman derive their mastery of shamanism through a deep connection to nature and force of will alone. This is commonly known as the Path of Nature. Shaman following this path often have eclectic or disjointed training, spent more often in practical implementation than burying their noses in books. Those who follow this Path use Willpower as their primary casting statistic.


Unlike other Sources Shamanism can be learned in different ways. This is reflected by choosing a Path which corresponds to the manner in which your character learns control over spiritual powers.
==Shamanism Casting Roll==
Casting Stat: Intelligence (Path of Knowledge) OR Willpower (Path of Nature) + Shamanism Skill + Spirit Rank


==The Path of Knowledge==
=Shamanic Pacts=
When selecting the Shamanism Source during Character Creation, players gain a Rank 2 spirit of their choice with an established '''Pact of Manifestation''' ''OR'' '''Pact of Imbuement''' and a single spell at each Rank. Different types of spirits have unique stats and bonuses, and provide the shaman with access to different spells that may be cast by spending Mana. Increasing the Rank of an existing Spirit Pact by spending 5 GXP x Rank grants that spirit improved attributes while manifested or a special power while imbued, as well as immediately providing the shaman with a single spell of the shaman’s choice at the new rank. ''Additional spells at or lower than an established Pact's current Rank may be purchased for 2 GXP per rank.''


Some shaman learn their art by careful practice and study known as the Path of Knowledge. They learn the roots and herbs of the forest, and the many names of spirit and beast alike. Their powers derive from carefully practiced methods passed down from shaman to shaman. Those who follow this path use Intelligence as their primary casting statistic. When casting Shaman spells roll Shamanism + Intelligence + Spirit Rank.
New spirits may be purchased at the cost of 5 GXP per rank; again, the shaman must choose whether they will Imbue or Manifest the spirit at the time of purchase. Generally, Shaman gain the most benefit from binding different types of spirits (e.g. Ghost vs. Animal vs. Dragon) that provide access to new powers. However, a Shaman may choose to invest in additional spirits of the same creature type as one that she has already formed a Pact with. When doing so, the shaman must treat it as an entirely new spirit (paying 5 GXP x Rank and selecting a new Pact at the time of purchase). The Shaman may not re-purchase or alter any spells that she already knows or has access to; the shaman's spells available for purchase depend upon the highest-Ranked spirit of that creature type. The shaman may still benefit from any Imbuement or Manifestation power(s) associated with the new Spirit Pact up to the Rank of the individual Pact.


==The Path of Nature==
A shaman may consider pursuing the [[Alter Pact]] ritual, which allows the shaman to switch a spirit's Pact type one time instead of purchasing a secondary spirit.


Some shaman derive their mastery of shamanism through a deep connection to nature and force of will alone. This is commonly known as the Path of Nature. Shaman following this path often have eclectic or disjointed training, spent more often in practical implementation than burying their noses in books. Those who follow this path use Willpower as their primary casting statistic. When casting Shaman spells roll Shamanism + Willpower + Spirit Rank.
==Pact of Manifestation==
Shaman that have a Pact of Manifestation with their spirit automatically gain the spell [[Manifest Spirit]], allowing them to spend Mana to transfer shamanic energy into Lorithandar and shape it into a magical construct of that spirit. The spirit's consciousness can inhabit and control this construct in order to aid the shaman. More than a mere shell, the spirit construct is not a body of flesh and blood, but of spiritual energy. The more skilled a shaman is - the higher rank, or more experience she has invested in working with a particular spirit - the more dense and focused the energy would be, resulting in a more powerful, lifelike, and less-translucent construct. Shaman are always limited in what they can channel of the spirit's power through the barrier between the Spirit Realm and Lorithandar. As such, shaman-manifested spirits lack the unique powers that may be found in myriad spirit-creatures throughout the world.


=Shaman Powers=
==Pact of Imbuement==
With this type of pact between shaman and spirit, the spirit serves exclusively as a source from which the shaman may draw power. Gaining a spirit with a Pact of Imbuement tethers the spirit to a single object or person, providing the subject with various benefits depending on the type of spirit. For example, a Fire Spirit may be tethered to an item and Imbue it with fire elemental power, whereas an Animal Spirit could serve as a spiritual Totem to empower the shaman herself physically, or an Earth Spirit might serve as a conduit to assist the shaman in connecting with the world around her. The benefits of the Pact of Imbuement improve with increases in the spirit's Rank. However, it is important to note that only one spirit may provide Imbuement bonuses to a particular subject at a time. Because of this, a shaman may only have one Pact of Imbuement with an Animal Spirit at any time, as she cannot have multiple spirits imbuing her simultaneously.


When selecting the Shamanism Source, players may select a Rank 2 Spirit. Additional ranks or new Spirits may be purchased at the cost of 5 GXP per rank. Increasing an existing Spirit grants that Spirit new attributes and features for either Manifested or Imbued spirits, as well as granting a single spell at the new rank. When a new spirit is bound, either at Character Creation or purchased with experience, the player must decide which of the 7 spirit types they wish to bind. Each type of Spirit has different spells they may learn, and different bonuses they can provide.
=Shamanic Spirits=


==Imbue Spirit==
==Animal==
When a shaman binds a spirit they attach that spirit to a physical item they possess. This may be any item, but is most commonly a weapon, shield, or set of armor. The bound spirit provides access to its known spells, and bonuses to the imbued item which increase with the spirits Rank.  
{{Main|Animal Shaman}}
[[Spirits#Bound_Animal_Spirits|Bound Animal Spirits]] are the spirits of naturally-existing creatures that have become totems or guardians of certain environments. They are often chosen for their ferocity and hunting skills. Shaman who bind these spirits tend to be tribal hunters or warriors. Animal spirits imbue the shaman's body itself with Totem Powers rather than physical objects.
 
==Dragon==
{{Main|Dragon Shaman}}


==Manifest Spirit==
[[Bound_Dragon_Spirit|Bound Dragon Spirits]] are more than mere animals. They have souls like mortals although they are not gathered to the Goddess of Death when they are slain. Their energies permeate Lorithandar and are eventually reborn anew. The most rare shaman learn to bind these spirits to their service.
As a Standard Action, the shaman may allow a bound spirit to manifest in the physical world. The spirit flows out of the imbued item within reach of the caster and may immediately move and act. A manifested spirit still grants spells, but can also attack or manipulate physical objects. While manifested, spirits do not grant their imbue bonuses to the caster's equipment. Manifested Spirit statistics are found in the [[Spirits|Monster Guide - Spirits]]. Only one spirit may be manifested at a time.


Spirits may be returned to their imbued item in the following ways:
==Elementals==
Elementals are powerful spirits that embody the natural elements of Lorithandar. They are drawn to manifestations of their nature, and often become protectors of regions.


* As a Standard Action the shaman may draw the manifestation back into the imbued item.
===Air===
* If a manifested spirit is reduced to 0 Health, it is forced back into the imbued item and may not be manifested for 24 hours.  
{{Main|Air Shaman}}
* If the caster loses consciousness, the spirit is forced back to the imbued item.
[[Air_Spirit|Air Spirits]] are often called zephyrs and live on wind swept plains or high in the mountains. They embody both the brutal power of storms and the gentle breeze of spring. Their personalities are often mercurial and they can be unpredictable. They may be playful and energetic, but anger them at your peril as they make deadly foes. The wielders of air spirit magic tend towards agility and intelligence, solving problems with speed and wits over brute force. They are most often seen with ranged weapons.


==Spells==
===Earth===
Shaman are granted access to spells by their bound spirits, however they must spend mana to power the spells. Each type of spirit is different and will have access to a list of spells they can learn. When a spirit gains a rank you may select one spell from that spirits spell list for that Rank. A shaman may buy additional spells for a spirit later for 2 GXP x Rank.
{{Main|Earth Shaman}}
[[Earth_Spirit|Earth Spirits]] are creatures of habit who become guardians of their chosen regions. They grow deep roots in the stone and dirt of the world and resent intrusion at the best of times. If the intrusion is hostile they are implacable foes. Shaman who control earth spirits are often tribal guardians or protectors. The nature of earth spirit magic is methodical preparation and defense.


=Shamanism Spirits=
===Fire===
{{Main|Fire Shaman}}
[[Fire_Spirit|Fire Spirits]] are unpredictable, dangerous and fickle. The shaman who bind them often tend to have something of that nature as well. While they have a reputation for pyromania and mercurial tempers many Fire Shaman believe that fire is simply a part of the world and good for natural environments. They are fierce fighters, and unwilling to be bullied.


==Animal==
===Water===
{{Main|Animal Spirit}}
{{Main|Water Shaman}}
Animal Spirits are bestial totem spirits often chosen for their ferocity and hunting skills. Shaman's who bind these spirits tend to be tribal hunters or warriors.
[[Water_Spirit|Water Spirits]] are among the most diverse spirits in Lorithandar ranging from happy nymphs inhabiting a peaceful brook to cruel and deadly ice spirits of the Northern Wastes. As such, shaman who bind such creatures vary wildly as well.


==Ghost==
==Ghost==
{{Main|Ghost Spirit}}
{{Main|Ghost Shaman}}
Ghosts are the spirits of formerly living mortals who have since passed on to the spirit realm, but refused to retire to the Realm of the Dead, clinging to the memory of their life or unfinished business in the mortal plane. These tragic spirits are often bound to a person, place, or item relating to the unfinished business. Shaman who bind these spirits may be seeking aid from honored elders spirits, or trapping unfortunate mortal souls in eternal servitude.
[[Bound_Ghost|Ghosts]] are the spirits of formerly living mortals who have since passed on to the spirit realm, but refused to retire to the Realm of the Dead, clinging to the memory of their life or unfinished business in the mortal plane. These tragic spirits are often bound to a person, place, or item relating to the unfinished business. Shaman who bind these spirits may be seeking aid from honored elders spirits, or trapping unfortunate mortal souls in eternal servitude.
 
==Draconic==
{{Main|Draconic Spirit}}
 
Draconic creatures are more than mere animals. They have souls like mortals although they are not gathered to the Goddess of Death when they are slain. Their energies permeate Lorithandar and are eventually reborn anew. The most rare shaman learn to bind these spirits to their service.
 
==Fire==
{{Main|Fire Spirit}}
Fire elementals are unpredictable, dangerous and fickle. The shaman who bind them often tend to have something of that nature as well. While they have a reputation for pyromania and mercurial tempers many Fire Shaman believe that fire is simply a part of the world and good for natural environments. They are fierce fighters, and unwilling to be bullied.
 
==Water==
{{Main|Water Spirit}}
Water spirits are among the most diverse spirits in Lorithandar ranging from happy nymphs inhabiting a peaceful brook to cruel and deadly ice spirits of the Northern Wastes. As such, shaman who bind such creatures vary wildly as well.


==Air==
=Playtesting=
{{Main|Air Spirit}}
{| class="tdgrey1"
Air Spirits are often called zephyrs and live on wind swept plains or high in the mountains. They embody both the brutal power of storms and the gentle breeze of spring. Their personalities are often mercurial and they can be unpredictable. They may be playful and energetic, but anger them at your peril as they make deadly foes. The wielders of air spirit magic tend towards agility and intelligence, solving problems with speed and wits over brute force. They are most often seen with ranged weapons.
|+ '''Shamanism (as of 1/23/23)'''
!Shamanism Type
!Description
!Missing/Incomplete Powers
!Missing Spirits
!Needs Revision
!Playtested
|-
|[[Animal Shaman]] || Animal Shaman are in tune with the creatures of the wild places of the world, often hunters and rangers. || 0 || No || No || No
|-
|[[Dragon Shaman]] || Dragon shaman draw their power from draconic spirits of the ancient world. || 0 || No || No || No
|-
|[[Air Shaman]] || Air shaman wield wind and lightning, and gain some control over the weather. || 3 || No || Yes || No
|-
|[[Earth Shaman]] || Earth Shaman serve as guardians for chosen areas and have a unique bond with nature and plant life. || 0 || No || No || No
|-
|[[Fire Shaman]] || Fire shaman create and consume flames, drawing strength from them and incinerating their enemies. || 6 || No || No || No
|-
|[[Water Shaman]] || Water shaman prepare powerful defenses, and create potent elixirs with a variety of effects. || 0 || No || No || No
|-
|[[Ghost Shaman]] || Ghost Shaman gain their power from death and gain benefits when near places of spiritual significance. || 0|| No || Yes || No
|}


==Earth==
[[Category:Magic Guide]]
{{Main|Earth Spirit}}
[[Category:Shaman]]
Earth spirits are creatures of habit who become guardians of their chosen regions. They grow deep roots in the stone and dirt of the world and resent intrusion at the best of times. If the intrusion is hostile they are implacable foes. Shaman who control earth spirits are often tribal guardians or protectors. The nature of earth spirit magic is methodical preparation and defense.
[[Category:Shamanism]]

Latest revision as of 14:14, 3 March 2024

Shaman are capable of accessing spells granted by powerful spiritual entities, manifesting these entities into the physical realm of Lorithandar, or imbuing equipment with their power. Some shaman have a symbiotic relationship with their bound spirits, accepting voluntary service in exchange for help protecting a region or furthering the otherworldly aims of the spirits. Some shaman surround themselves with clan totem spirits, ghosts of fallen ancestors, and other spirits who offer their powers freely out of principle or long standing pact. Other cultures bind spirits forcefully to service, using them to serve their own goals. Whatever the case, a shaman is a gifted individual who can see into the Spirit World, a shadowy realm beyond and overlaying the material world. When choosing a new spirit, a shaman player has several options.

The Spirit Realm

Shamanism revolves around interaction with Ghosts, Draconic Spirits, Animal Totems, and Elementals. These beings are native to a shadowy realm overlaying the mortal realm known as the Spirit Realm. Shaman are capable of perceiving the edges of this realm as it crosses into our own. The conscious mind provides barriers to seeing fully into this world, so many shaman learn the Spirit Sight ritual to free their conscious mind and perceive the Spirit World.

Choosing a Shamanic Path

Shamanism can be learned in different ways. This is reflected by selecting a Path that corresponds to the manner in which your character learns control over spiritual powers, which also determines the shaman's Casting statistic.

Path of Knowledge

Some shaman learn their art with careful practice and study, a method referred to as the Path of Knowledge. They learn the roots and herbs of the forest, and the many names of spirits and beasts alike. Their powers derive from methodologies passed down from shaman to shaman. Those who follow this Path use Intelligence as their primary casting statistic.

Path of Nature

Some shaman derive their mastery of shamanism through a deep connection to nature and force of will alone. This is commonly known as the Path of Nature. Shaman following this path often have eclectic or disjointed training, spent more often in practical implementation than burying their noses in books. Those who follow this Path use Willpower as their primary casting statistic.

Shamanism Casting Roll

Casting Stat: Intelligence (Path of Knowledge) OR Willpower (Path of Nature) + Shamanism Skill + Spirit Rank

Shamanic Pacts

When selecting the Shamanism Source during Character Creation, players gain a Rank 2 spirit of their choice with an established Pact of Manifestation OR Pact of Imbuement and a single spell at each Rank. Different types of spirits have unique stats and bonuses, and provide the shaman with access to different spells that may be cast by spending Mana. Increasing the Rank of an existing Spirit Pact by spending 5 GXP x Rank grants that spirit improved attributes while manifested or a special power while imbued, as well as immediately providing the shaman with a single spell of the shaman’s choice at the new rank. Additional spells at or lower than an established Pact's current Rank may be purchased for 2 GXP per rank.

New spirits may be purchased at the cost of 5 GXP per rank; again, the shaman must choose whether they will Imbue or Manifest the spirit at the time of purchase. Generally, Shaman gain the most benefit from binding different types of spirits (e.g. Ghost vs. Animal vs. Dragon) that provide access to new powers. However, a Shaman may choose to invest in additional spirits of the same creature type as one that she has already formed a Pact with. When doing so, the shaman must treat it as an entirely new spirit (paying 5 GXP x Rank and selecting a new Pact at the time of purchase). The Shaman may not re-purchase or alter any spells that she already knows or has access to; the shaman's spells available for purchase depend upon the highest-Ranked spirit of that creature type. The shaman may still benefit from any Imbuement or Manifestation power(s) associated with the new Spirit Pact up to the Rank of the individual Pact.

A shaman may consider pursuing the Alter Pact ritual, which allows the shaman to switch a spirit's Pact type one time instead of purchasing a secondary spirit.

Pact of Manifestation

Shaman that have a Pact of Manifestation with their spirit automatically gain the spell Manifest Spirit, allowing them to spend Mana to transfer shamanic energy into Lorithandar and shape it into a magical construct of that spirit. The spirit's consciousness can inhabit and control this construct in order to aid the shaman. More than a mere shell, the spirit construct is not a body of flesh and blood, but of spiritual energy. The more skilled a shaman is - the higher rank, or more experience she has invested in working with a particular spirit - the more dense and focused the energy would be, resulting in a more powerful, lifelike, and less-translucent construct. Shaman are always limited in what they can channel of the spirit's power through the barrier between the Spirit Realm and Lorithandar. As such, shaman-manifested spirits lack the unique powers that may be found in myriad spirit-creatures throughout the world.

Pact of Imbuement

With this type of pact between shaman and spirit, the spirit serves exclusively as a source from which the shaman may draw power. Gaining a spirit with a Pact of Imbuement tethers the spirit to a single object or person, providing the subject with various benefits depending on the type of spirit. For example, a Fire Spirit may be tethered to an item and Imbue it with fire elemental power, whereas an Animal Spirit could serve as a spiritual Totem to empower the shaman herself physically, or an Earth Spirit might serve as a conduit to assist the shaman in connecting with the world around her. The benefits of the Pact of Imbuement improve with increases in the spirit's Rank. However, it is important to note that only one spirit may provide Imbuement bonuses to a particular subject at a time. Because of this, a shaman may only have one Pact of Imbuement with an Animal Spirit at any time, as she cannot have multiple spirits imbuing her simultaneously.

Shamanic Spirits

Animal

Bound Animal Spirits are the spirits of naturally-existing creatures that have become totems or guardians of certain environments. They are often chosen for their ferocity and hunting skills. Shaman who bind these spirits tend to be tribal hunters or warriors. Animal spirits imbue the shaman's body itself with Totem Powers rather than physical objects.

Dragon

Bound Dragon Spirits are more than mere animals. They have souls like mortals although they are not gathered to the Goddess of Death when they are slain. Their energies permeate Lorithandar and are eventually reborn anew. The most rare shaman learn to bind these spirits to their service.

Elementals

Elementals are powerful spirits that embody the natural elements of Lorithandar. They are drawn to manifestations of their nature, and often become protectors of regions.

Air

Air Spirits are often called zephyrs and live on wind swept plains or high in the mountains. They embody both the brutal power of storms and the gentle breeze of spring. Their personalities are often mercurial and they can be unpredictable. They may be playful and energetic, but anger them at your peril as they make deadly foes. The wielders of air spirit magic tend towards agility and intelligence, solving problems with speed and wits over brute force. They are most often seen with ranged weapons.

Earth

Earth Spirits are creatures of habit who become guardians of their chosen regions. They grow deep roots in the stone and dirt of the world and resent intrusion at the best of times. If the intrusion is hostile they are implacable foes. Shaman who control earth spirits are often tribal guardians or protectors. The nature of earth spirit magic is methodical preparation and defense.

Fire

Fire Spirits are unpredictable, dangerous and fickle. The shaman who bind them often tend to have something of that nature as well. While they have a reputation for pyromania and mercurial tempers many Fire Shaman believe that fire is simply a part of the world and good for natural environments. They are fierce fighters, and unwilling to be bullied.

Water

Water Spirits are among the most diverse spirits in Lorithandar ranging from happy nymphs inhabiting a peaceful brook to cruel and deadly ice spirits of the Northern Wastes. As such, shaman who bind such creatures vary wildly as well.

Ghost

Ghosts are the spirits of formerly living mortals who have since passed on to the spirit realm, but refused to retire to the Realm of the Dead, clinging to the memory of their life or unfinished business in the mortal plane. These tragic spirits are often bound to a person, place, or item relating to the unfinished business. Shaman who bind these spirits may be seeking aid from honored elders spirits, or trapping unfortunate mortal souls in eternal servitude.

Playtesting

Shamanism (as of 1/23/23)
Shamanism Type Description Missing/Incomplete Powers Missing Spirits Needs Revision Playtested
Animal Shaman Animal Shaman are in tune with the creatures of the wild places of the world, often hunters and rangers. 0 No No No
Dragon Shaman Dragon shaman draw their power from draconic spirits of the ancient world. 0 No No No
Air Shaman Air shaman wield wind and lightning, and gain some control over the weather. 3 No Yes No
Earth Shaman Earth Shaman serve as guardians for chosen areas and have a unique bond with nature and plant life. 0 No No No
Fire Shaman Fire shaman create and consume flames, drawing strength from them and incinerating their enemies. 6 No No No
Water Shaman Water shaman prepare powerful defenses, and create potent elixirs with a variety of effects. 0 No No No
Ghost Shaman Ghost Shaman gain their power from death and gain benefits when near places of spiritual significance. 0 No Yes No