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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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