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Shaman

Shamanism is considered a Magic of the wilds able to cast and heal various Status Effects done by magic. Shamans learn quickly the study of Status Effects outside the physical realm and into the magical getting a thorough understanding how these spells manifest and influence the nervous system in reproducing similar affects by magic. Shamanism was first introduced to Magic Casters that first adventured through Wilds and Jungles. These Adepts explained their cultural use of Shamanism and how its powers can aid their people or harm them. Soon after Shamanism became a common practice among Schools of Magic and in the Spell Domains.

Though not often used to harm people Shamanism works both ways and can perform variable spells of not only Status Effects but Grey Magic. Grey Magic is believed to be Neutral between Subtractive and Additive Spell casting. It does not use a common element and produces both negatively and positively. Shamanism is considered one of the findings of Grey Magic though there are other spells that have the same similarities. Shamanism is considered to be categorize with other spell domains but some spells that are not related to Shamanism exist but not to our knowledge yet. Though separate spells are recorded to be Grey Magic.

In all respects Shamanism has lead the way to many new discoveries and spells making Shamanism an interesting field of magic. Shamans are also taught to be able to communicate with Spirits but not in the fashion of Necromancy. This spiritual teaching is taught to those shamans who are willing to accept and respect all Spirits and is common practice to ask and thank the Spirits of Grey for the use of their power in Shaman Spells though it is often if not rare for a Shaman to offend spirits being great ambassadors of the world of life to the World of Spirits.

Benefits> A Shaman can communicate with a Spirit or the Spirit World as if normal speaking. They are also able to see Aura’s in shape of creatures or beings that once were or are. Regardless of Illusion Spells or Shape Shifting the Aura of a creature makes a perfect outline showing the true form of who the target is. Also Shamans are always friendly to Spirits so regardless how hostile the spirit will not attack them unless attacked first. Shamans also have True Seeing so an Illusion, Shape Change, Form Change the Shaman can see the true form of the target regardless of a spell’s difficulty to natural ability.

 

Spell Name

Effect of Spell

Exp Cost

Spell Difficulty

Sleeping/Wake

Status Effect

20 Exp

SCD> 6

Description: The spell causes a target to fall asleep for 2d4 rounds however they do not wake up until the end of the Shaman sleep spell. It also can cure Deep Sleep or the Shaman Sleep spell when a target is asleep and does not wake up. Wake also works in awaking Comatose or Unconscious targets that are unable to awaken.

 

Venom/Anti-venom

Status Effect

20 Exp

SCD> 6

Description: The spell has two functions being able to cause Poison dealing d8 Dmg for 2d4 rounds at an E.Resist 18 and the second function cures abnormal poison affects from a target. This can prove useful and hazardous because of its functions and only one can be cast at a time.

 

Numbing Touch

Touch Spell

40 Exp

SCD> 12

Description: Numbing Touch causes a target touch unarmed to become paralyzed for 2d4 rounds. The target is immobilized unable to move yet they can breathe, make eye movement, and produce normal cardio functions yet unable to speak. The spell has a E.Resist Difficulty of 20 and failure to resist leads to paralysis.

 

Refresh

Cure Status

40 Exp

SCD> 12

Description: Refresh enables the caster to heal various Status Effects like Paralysis, Petrify, Unconsciousness, Zombified, and Curse Status Effects. It also is able to heal Seal and confusion as well though if another Status Effect is cast after the Refresh Spell it does not prevent or remove the spell until it is cast again.

 

Hemostat

Cures Bleeding

40 Exp

SCD> 12

Description: Hemostat causes the blood in a target to clot quicker stopping the Bleeding Status Effect permanently. However deep wounds, impaled, or reopened wounds will always bleed regardless of the spell. It stops the current wounds on the body that are not deep cuts into the flesh.

 

Mystify

Causes Confusion

40 Exp

SCD> 12

Description: Mystify is a force that causes a single target to be confused. Each time they make an attack they must roll a d4 to see if they 1- hit themselves, 2-Hit their ally, 3- hit their designated target, or 4- hit a target next to the designated target. When Dodging or performing a skill they roll a d2 in order to see if they roll or automatically fail the roll. Mystify works well in dampening a target and can be E.Resist at a Difficulty of 20.

 

Silence / Muffle

Causes Mute /Deaf

40 Exp

SCD> 12

Description: Silence and Muffle is cast separately meaning the caster must choose one and cast it. Silence causes the target to be Mute, unable to speak, for 2d4 rounds at an E.Resist Difficulty 20. Muffle causes Deafness making the enemy unable to hear anything for 2d4 rounds at an E.Resist Difficulty 20.

 

Blind

Status Effect

40 Exp

SCD> 12

Description: Blind causes the target to loose their sight temporarily for 2d4 rounds unable to see anything. At a d4 roll from 1-2 the Blind Target can make a roll to attack or action with out problem their other senses covering for them and a roll of 3-4 they miss regardless of their roll. The same goes when Dodging a 1-2 is an able Dodge a 3-4 is a failed dodge regardless. Blind fighting or Blind Shooting nullifies this penalty and allows them to make Attacks and Actions as if they could see.

 

Decast

Instant Spell

60 Exp

SCD> Base on Spell

Description: Decast is a Shaman’s most useful ability being able to cancel any spell that comes their way or they see in an instant. The way it works is the Caster makes a Cast roll vs. the SCD of the Spell cast that they are targeting. If they beat that SCD the spell cast that is targeted by Decast is nullified. Decast is an Instant Spell therefore can be cast immediately by the Spell Caster’s choosing.

 

DeBarrier

Instant Spell

60 Exp

SCD> 18

Description: DeBarrier allows the Spell Caster to cast the spell at any time to place up a protective unseen force that Decast Spells. The Barrier surrounds the Caster in a 5ft radius and lasts for 2d4 rounds canceling any Spell that hits the wall. However it can only nullify spells of an SCD of 18 or lower so spells higher than 18 are reduce to half their effect when it strikes the Caster. Also spells cannot be cast at or out of the DeBarrier.

 

Guard Reinforced

Instant Spell

60 Exp

SCD> 18

Description: Guard Reinforced creates a 5ft barrier around the caster that nullifies 10 Dmg from any Elemental Base Attack that deals damage such as Fire, Water, Ice, Wind, Lightning, Earth, Light, Dark, Forest, or any spell that deals damage. The Barrier only lasts 2d4 rounds and can only nullify up to 10 Dmg of any spell base.

 

Reflect Spell

Instant Spell

80 Exp

SCD> 24

Description: Reflect Spell can be an instant or regular spell that Reflects Spells with an SCD of 24 or lower back at the direction of the one who cast the spell that hit the Reflect Spell Wall. Reflect Spell lasts for d4+2 Rounds ensuring the Caster at least it will last for 2-3 rounds to protect the Caster. However there is a downside to Reflect Spell no spell can be cast at the target of this spell since all spells cast at him would bounce off the caster to the one who cast it. If the Caster casts a spell while having Reflect Spell on the spell is nullified.

 

Deflect Spell

Instant Spell

100 Exp

SCD> 30

Description: Deflect Spell is not like Reflecting it back on the caster since what it does is snare a spell into its Wall Like Web and at the Caster’s Command she may assign a new target to the spell and deflect its use to a new assigned Target. This works with all Spells of a SCD 24 or lower and can be most useful in using big spells or dangerous spells to be used against the enemy than on you or your party. If a Deflect Spell is Reflected only a Reflect Spell can Reflect Back the Spell and then the last shot must be a Deflect Spell or it will strike the target last targeted by the spell.

 

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