Shamanism

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Shamanism is focused on interaction with the spirits of the dead, nature, totem animals, and elemental spirits. 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.

When selecting the Shamanism Template, players may select a bound Spirit at rank 2. Additional ranks or new Spirits may be purchased at the cost of 5 experience 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.

Shaman Powers

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.

Choosing a Spirit

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, and if the spirit will be Manifested or Imbued.

Additionally the player may choose to have the spirit give up some of its spellcasting ability to add improved manifest statistics or improved imbue bonuses. If this option is chosen the spirit loses access to its highest available spell slot, but Manifested spirits use the Improved variant statistics of their chosen spirit type at each rank and Imbued spirits gain their imbue effects one rank early and the Rank 2 imbue bonus offers +Rank enhancement instead of +1/+2/+3. If at a later time the player wishes to change the choices for a particular spirit, they may purchase Ritual: Alter Spirit from the Player Benefits list for 12 GXP, however this ritual cannot change the type of spirit chosen.

Manifest Spirit

The shaman may expand mana to allow a bound spirit to manifest in the physical world. This is a full round action, that costs 1 mana per Rank of the spirit, and lasts for 1 hour. The spirit appears 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. Spirit stats are found in the Monster Guide - Spirits. If a manifested spirit is destroyed, it is forced back into the Spirit Realm and it may not be manifested again until the following day. It regains Health at a rate of Rank per day. Only one spirit may be manifested at a time. If the caster loses consciousness the manifestation fails, and the spirit is drawn back into the Spirit Realm.

Imbue Spirit

The shaman may transfer a bound spirit into an item such as a weapon, shield, or suit of armor. The bound spirit may still provide access to its selected spells, however it may not be Manifested. Instead the bound spirit applies bonuses which increase with rank to the imbued item. The bonuses are determined by the type of spirit.

Spells

Shaman are granted access to spells by their bound spirits, however they must spend mana to power the spells. Each spirit is different and will have access to different spells. When a spirit gains a rank you may select one spell from that spirit type’s spell list.

Shamanism Spirits

Animal

Ghost

Nature


Fire

Water

Air

Earth