Shamanism: Difference between revisions
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==Animal== | ==Animal== | ||
{{Main|Animal Spirit}} | {{Main|Animal Spirit}} | ||
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. | |||
==Ghost== | ==Ghost== | ||
{{Main|Ghost Spirit}} | {{Main|Ghost Spirit}} | ||
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== | ==Draconic== | ||
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==Fire== | ==Fire== | ||
{{Main|Fire Spirit}} | {{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== | ==Water== | ||
{{Main|Water Spirit}} | {{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== | ==Air== | ||
{{Main|Air Spirit}} | {{Main|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. | |||
==Earth== | ==Earth== | ||
{{Main|Earth Spirit}} | {{Main|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. |
Revision as of 14:29, 22 February 2018
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 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.
Spirit Realm
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 Benefit "Spirit Sight" can grant this insight without relying on drugs or meditation.
Choosing a Path
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.
The Path of Knowledge
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.
The 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. When casting Shaman spells roll Shamanism + Willpower + Spirit Rank.
Shaman Powers
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.
Imbue Spirit
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.
Manifest Spirit
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 Monster Guide - Spirits. Only one spirit may be manifested at a time.
Spirits may be returned to their imbued item in the following ways:
- As a Standard Action the shaman may draw the manifestation back into the imbued item.
- 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.
- If the caster loses consciousness, the spirit is forced back to the imbued item.
Spells
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.
Shamanism Spirits
Animal
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.
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
Fire
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
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
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.