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Shamanism - Spirit

Level One

Astral Projection
Range: Self
Duration: 15 minutes per level of experience on the physical plane, infinite on the astral plane
Saving Throw: None
M.P.: 10
The physical body lapses into a coma-like trance state as the astral body leaves it's physical shell. In this state the body is completely helpless, it can not walk, move or think; it's completely catatonic.
The hazards are threefold. First, if the physical body is killed, the astral body is trapped without a body to return to, making it nearly impossible to ever interact with the physical plane again, which is just about the same as death. Second, if the astral body gets lost or captured while on the astral plane, the body will waste away slowly. (Note: One minute of time in the physical world is equal to one day on the astral plane). Third, the astral body is vulernable to certain psychic and magical attacks, and attacks from ghosts, entities, and creatures on the astral plane.
There are two levels of astral projection, projecting one's spirit onto the physical plane, or onto the astral plane itself.
Astral projection on the material plane creates a ghostly specter of the astral self which can be seen only by psychics, Spirit Shamans, children under 13 years old, animals, and most supernatural creatures. While on the physical plane in spirit, the character automatically gains the ability to float, fly at the speed of sound (Mach 1), see the invisible, pass through solid objects, is impervious to physical harm, and can see and hear as usual. The astral body cannot communicate with the physical world except through telepathy or empathy, nor speak to, smell, or touch anything on the material plane. The astral self is little more than a mute, ghostly observer. Of course, this a great way to spy on people or search the physical plane.
Psychics traveling on the physical plane in their astral bodies can only attack physical beings with psychic powers or magic spells that do spirit damage. However another purely astral body on the physical plane can be attacked as if it were physical. The astral traveler is able to do 1d6 spirit damage with astral HTH strikes (gaining +1 to damage at levels 3, 5, 7, 9, 11, 13, and 15) Because movement is purely performed with the mind in the astral form, HTH Combat Skills do apply and so do bonuses from physical skills (they are engrained into the persons mind and hone reflexes), however instead of normal PP bonuses, use the characters M.E. attribute and calculate P.P. bonuses from it.
For details on the Astral Plane & Astral Travel, see Ash's Astral Plane.

Exorcism
Range: 10m (33ft)
Duration: The spell casting takes three minutes, but the results last six months or longer.
Saving Throw: Standard, or 16+ by ritual
M.P.: 30
Exorcism is a powerful spell that forces a possessing supernatural being to relinquish control over the enslaved person, animal or object. Forced out of its host, the evil entity will try to possess any other human or animal within the immediate area. The horrid thing gets two attempts at possession. Fortunately, the incantation protects the original victim with a bonus of +12 to save vs. possession and the mage conducting the exorcism has a bonus of +6 to save vs. possession. Anyone else nearby has no extra bonus (unless certain precautions are taken ahead of time). If the evil force fails in both of its attempts to take possession, roll percentile on the following:
01-52 The evil is instantly returned to its own dimension
53-00 The being can continue to exist in our world, but must immediately flee the area and cannot return for at least six months.
Note: Ritual exorcism always has a greater chance for success, but takes two hours to perform.

Shadow Meld
Range: Self
Duration: 2 minutes per level of experience
Saving Throw: None
M.P.: 10
This unique magic enables the mage to step into the shadows and become totally invisibile, even to those who can normally 'see the invisible'. The shadow must be atleast five feet long to be an effective hiding place. The shadow servers as a superior means of hiding or moving unseen. The mage can move, walk, or run through the length of the shadow or from shadow to shadow. While in shadow/darkness, the mage prowls at 60% proficiency (or at +15% to normal prowl skill, whichever is higher).
Intense light can dispel the shadow, leaving the mage revealed.
While hidden in the shadow, the character is still susceptible to attack, although attackers are -5 to strike him. Area affect magic doesn't suffer any such penalty.

Level Two

Elmekia Lance
Range: 30m (100ft)
Duration: Instant
Damage: Special (see below)
Saving Throw: Dodge 15 or higher
Penetration: Automatic (passes through anything that does not have a spirit)
M.P.: 8
A spell which creates and fires a lance of light, which damages a target's spirit. This spell deals no physical damage, and even a direct hit only causes mortal targets to fall unconscious for a period of time. A useful spell against spirit beings such as Mazoku, daemons, etc, doing 2d8 damage. Against creatures with no links to the physical plane, this spell does 1.5x damage.

Divine/Search
Range: Technically infinite
Duration: Instant
Saving Throw: None
M.P.: 15
Spell used to divine the location of an object (general direction (north, south, east, west), and general distance (very close, near, far)). However, in order to do this, it is necessary to know the pattern of magic which the object possesses. In other words, this spell can only be used to search for magical items which the caster owned, or items which the caster marked. It isn't a perfect spell, but it prevents important items from getting misplaced or lost.

Shadow Snap
Range: Affects weapon by touch
Duration: The weapon is enchanted for 1 melee per level of experience
Saving Throw: None
M.P.: 15
Spell which holds a target by manipulating the Astral Plane through enchanting any sort of bladed weapon and striking it into the targets shadow. A target affected by this spell can do nothing except cast spells. However, in a place where there are no shadows or when for some reason the target's shadow temporarily disappears, the effects of the spell ends. So, by using spells such as Globe of Daylight, Blinding Flash, Fireball, etc., to temporarily erase your shadow, the effects of the spell can be negated.

Telepathy
Range: 5m (16.5ft) per level of experience
Duration: 1 minute per level of experience
Saving Throw: None
M.P.: 8
Basically enchants the caster with the gift of mental gab, being able to speak to others with their mind and hear their surface thoughts. However, unlike the psychic power, this ability does not enable the sorcerer to probe into the mind, it is simply a communication skill. Unlike most spells, this requires no incantation and little concentration to cast, simply keen focus and proper channeling.

Level Three

Bram Blazer
Range: 30m (100ft)
Duration: Instant
Damage: 3d8 physical damage and 2d6 spirit damage
Saving Throw:
Dodge 16 or higher
Penetration: Automatic (passes through anything that does not have a spirit)
M.P.: 15
This spell shoots out a shock wave of red light directly at a target. This is a valuable spell which can deal damage both to a target's spirit and body. However, this spell is not practical when trying to capture a target for interrogation, since both the target's spirit and body would have to be healed. Against creatures with no links to the physical plane, this spell does 1.5x damage.

Ecto Armour
Range: Self
Duration: One minute per level of experience
M.P.: 10
This spell enables a traveler on the Astral Plane to form ectoplasm into solid armour to protect themselves from damage. This armour has 30 S.D.C. per level of the casters experience, and is impenetrable until destroyed.

Ecto Weapon
Range:Self
Duration: One minute per level of experience
M.P.: 10
This spell enables a traveler on the Astral Plane to form ectoplasm into a solid melee weapon of the casters choosing. This weapon is of fine quality (+1 to strike, damage, and parry if applicable), and can be taken from the character or handed to others until it expires.

Gestalt Circle
Range: Touch
Duration: See below.
M.P.: 5 M.P. per Sorcerer in the Circle.
The Gestalt Circle is a ritual spell which enables several Sorcerers to come together and pool their channeling abilities, thus enabling many to work even stronger than the sum of their parts. In order to cast the spell all the sorcerers most hold hands, and then the sorcerer casting this spell will link them together. One Sorcerer can link no more than thirteen sorcerers at once, any more requires another Sorcerer with knowledge of this spell. When all the Sorcerers have linked, they must pick the center of their flow, one Sorcerer who for the duration of the spell will gather all the magic energy the others channel. At each melee before casting any spells, each Sorcerer in the circle must use 5 M.P. to maintain the link, otherwise the entire circle is broken. In a Gestalt Circle there is a buffer attached which prevents any sorcerer from channeling past their CA.

Heal Spirit
Range: Touch.
Duration: Instant
Saving Throw: None.
M.P.: 24
A damaged spirit is not an easily repaired one. This power enables the Sorcerer to mend a spirit, which has come under attack, healing 2d6 Spirit Points. As opposed to the psychic power, this spell is instant in effect because the magic energy takes a life of it's own in repairing the spirit.

Shadow Web
Range: 20m (66ft)
Duration: The person is held for 1 melee per level of experience or until the spell is negated.
Saving Throw: Dodge 16 or higher
M.P.: 20
The caster's shadow stretches out and shatters into several (1d4+1 per level) shards, which can pierce the shadows of multiple targets. Can be negated the same way as Shadow Snap.

Silver to Steel
Range: By touch
Duration: 1 melee per level of experience
Saving Throw: None
M.P.: 20
This spell enchants any kind of silver with magical durability and strength, equivalent of average steel, while still maintaining the properties of silver (able to hurt lyncanthropes, mazoku, spirits, vampires, etc., or channel magic effectively), thus making it very useful in situations where such properties are necessary. This can be used on silver weapons or silver armour.

Vision
Range: 1km (0.6m) per level of experience
Duration: 1 minute per level of experience
Saving Throw: None
M.P.: 20 for instant transmission, 80 for the ritual circle
A spell which allows an illusion of the spell caster to be projected over far distances and makes it possible to converse normally. A very useful spell, but there must be a mage who can receive the vision (and is known to the casting mage), or a special area where a ritual has been performed is needed. Normally used to communicate between mage guilds.

Level Four

Astral Portal
Range: 6m (20ft); creates a 3m (10ft) wide and tall opening.
Duration: 1 minute per level of experience
Saving Throw: Special
M.P.: 50
This spell creates a dimensional doorway between the Astral Plane and the physical world (can lead to an alternate dimension from the Astral Plane). The exact location to which the portal leads (whether it is astral or physical) must be known and familiar to the spell caster. There is normally no savng throw, but if the spell is used to try to flee an astral domain, the creator or creators of the domain, if aware of the attempt, may try to prevent it. This works like a normal save versus magic. Also, some astral domains will have some restrictions on the use of magic or dimensional portals.

Elmekia Flame
Range: 30m (100ft)
Duration: Instant
Damage: 3d8+1 Spirit Damage
Saving Throw: Dodge of 18 or higher
Penetration: Automatic (passes through anything that does not have a spirit)
M.P.: 20
Stronger version of Elmekia Lance. Instead of a lance, a pillar about as wide as a man's chest is shot out. It deals no physical damage, but since it attacks from the Astral Plane, it can easily destroy the spirit of a man. Against creatures with no links to the physical plane, this spell does 1.5x damage.

Goz Vu Rou
Range: 30m (100ft)
Duration: The shadow will seek out it's target for 1 melee then disappear if it fails to strike
Damage: The shadow will strike once for 3d6 Spirit Damage and 4d8 physical damage then disappear
Saving Throw: The shadow has a +3 to strike and 4 attacks per melee
Penetration: Automatic (passes through anything that does not have a spirit)
M.P.: 40
A spell which summons a "shadow" which first deals damage to a target's spirit and then to the target's body. The shadow which appears on the ground heads for the target in a straight line and, upon contact, deals damage to the target's spirit from the Astral Plane. Since the shadow is "alive," (with 15 Spirit Points) it can not be dispelled by Lighting or other forms of light. Against creatures with no links to the physical plane, this spell does 1.5x damage.

Protect
Range: By Touch
Duration: 1 week per level of experience
Saving Throw: None
M.P.:
30
A spell which prevents detection of an object from the Astral Plane. For this spell to be used, a clear understanding of the nature of the magic within the object is necessary.

Summon & Control Astral Being (Minor)
Range: Not applicable
Duration: 12 hours per level of experience
Saving Throw: None
M.P.: 80, ritual
This ritual plucks an astral beng of any specific species the caster indicates, from the Astral Plane and brings it to their location. This can only be a minor or common astral entity; the more powerful beings require a stronger ritual. The astral being is automatically under the control of the summoner and will obey them without question throughout the duration period. Afterward, it will regain control over its own actions and may do as it pleases.

Visfarank
Range: Self
Duration: Special
Damage: Special
Saving Throw:
None
Penetration: None
M.P.: 30
A spell which enchants the user's fists with magic. By striking with fists, it's possible to deal damage directly with the magical energy (+1d8+2 per level to punch damage). It is also possible to deflect up to Level 3 spells (natural roll with no bonuses). Caution is necessary because the magical energy weakens with each swing (-1 to damage for each punch, -1 damage for each level of the spell deflected), and the spell ends when the damage is negated completely (1d8-8).

Level Five

Assha Dist
Range: 10m (33ft)
Duration: Instant
Damage: Special (see below)
Saving Throw: Standard
Penetration: Automatic
M.P.: 30
A spell designed to attack undead. Most undead creatures such as wild & secondary vampires will disintegrate on contact if they fail their saving throw. Master vampires who fail to save are knocked down by 25% of their maximum hit points.

Fehlzareid
Range: 30m (100ft)
Duration: Instant
Damage: 4d8+3 spirit damage
Saving Throw: Dodge 18 or higher
M.P.: 50
A spiralling ray of light deals damage to a target. Since the spell doesn't travel in a straight path, it is harder to avoid than spells like Bram Blazer which travel in a straight line. Can deal enough damage to destroy a Brass Demon with a single hit. Against creatures with no links to the physical plane, this spell does 1.5x damage.

Astral Hole
Range: Self
Duration: One melee round per level of experience
Saving Throw: None
M.P.: 120
Astral Hole creates an invisible (only the caster and those who can see spirits, the Astral Plane, or dimensional anomalies can see it), mobile, mentally controlled portal that effectively follows the spell caster wherever he goes. This portal can be used by the spell caster (and only the spell caster) in a number of ways. Ultimately, the Astral Hole makes the mage almost impossible to pin down. This spell is very similiar to the Mazoku's dimensional manipulation ability.
First of all, the mage can 'jump' or teleport a short distance by stepping in and willing themselves to another location that is visible from their current one. Each such teleport counts as two melee actions. This use is limited by line of sight (600m/1980ft maximum, double at sea or on open plains). The mage cannot teleport to someplace he cannot see clearly.
Another use involves dodging. When attacked, the caster simply sidesteps into the hole, and disappears, then steps back out. Because of the speed and ease with which this is done, it only uses up one melee action. Furthermore, the caster gets a bonus of +2 to dodge when doing this. He or she can dodge and teleport out of practically any sort of attack almost endlessly. The mage cannot stay inside the Astral Hole for more than few seconds. It is a passageway, not a pocket dimension.
The Astral Hole can also be used to instantly hope into the Astral Plane. If this is done, the caster can automatically find their way back to the physical world, using the Astral Hole as a beacon and doorway home. Note that every 15 seconds spent in the physical world is equal to 6 hours on the astral plane.
Note that the Astral Hole can be cut open, specifically by the Laguna Blade, popping the caster out and destroying the hole.

Level Six

Astral Vine
Range: By touch
Duration: 1 melee, plus one additional melee at levels 5, 10, and 15.
Damage: +2d4x10 to normal weapon damage
Saving Throw: None
Penetration: Automatic
M.P.: 80
A spell which enchants a sword, axe, or other weapon with magic. A weapon enchanted in this way makes it possible to deal damage to Mazoku and becomes as powerful as the Sword of Light. However, this enchantment is only temporary.

Puppet
Range: 10m (30ft), by sight
Duration: 5 minutes per level of experience, or indefinite (see below)
Saving Throw: vs. Possession, or none.
M.P.: 50 for temporary, 100 for long-term control
Also known as the Imperio Curse, a spell which allows anything with a spirit to be controlled just like a zombie. In the case of the zombie-like control, only simple commands will be understood. However, a powerful enchantment can be cast upon an object (generally a pedant of precious metal or precious stone) which is placed on the head of the person to be brought under control, in this case the person retains all of their capabilities and responds as quick as normal, but is compelled to obey the mage that has brought them under control, and in this case the only saving throw is not letting the enchanted object gain contact. Destroying the enchanted object will free the victim.

Level Seven

Banishment
Range: 30m (100ft)
Duration: Two weeks per level of experience
Saving Throw: Standard
M.P.: 65
A powerful invocation against the supernatural, which forces one lesser supernatural being, including daemons, deevils, entities, brass daemons, and maju, per level of experience, to leave the immediate area (100m/330ft radius). The creature(s) cannot return for at least two weeks per level of experience; most will completely leave the area unless there is something that entices them to stay. Each being gets to roll to save vs. magical. A successful save means that they are not banished. As always, a ritual has a greater chance of success (area & duration increased by 50%, 16 or higher is needed to save) than a spell

Guumueon
Range: Self
Duration: 1 melee every three levels of experience (that's 1 melee at level 1, 2 melees at level 4, 3 melees at level 7, etc.)
Saving Throw: None
M.P.: 100
Manipulating the Astral Plane, this spell surrounds the caster with a shield that completely shuts out all other spells, except for spells of legend. Since this spell is effective against all magical attacks (save afforementioned spells of legend), it is very powerful, but caution is necessary since objects like throwing daggers will easily pass through.

Level Eight

Gu Lu Douger
Range: Appears within 10m (33ft) of the caster
Duration: Undefinied, the dragon may not remain under control for very long
Saving Throw: None
M.P.: 150
Naga's original spell, this summons a Dimos Dragon, said to be only found in the Katart Mountain Ranges where the Demon King of the North lives. This dragon can only be damaged by powerful spirit-shamanist attacks or black magic. The dragon summoned in this way will not always obey the spell caster so caution is necessary.

Guy la Douger
Range: Must be within 10m (33ft) of a large body of water
Duration: Undefinied, though the dragon may not remain under control for very long
Saving Throw: None
M.P.: 150
Naga's original spell which summons a Plasma Dragon, known for its powerful electric breath. Since a Plasma Dragon is similar to a Water Dragon, this spell can only be cast near large bodies of water. Just like with all of Naga's other spells, the summoned dragon usually goes out of control.

Rah Tilt
Range: 100m (330ft)
Duration: Instant
Damage: Special
Saving Throw:
Standard -3 (+3 for mortals)
M.P.: 200
The strongest spirit magic spell which envelops a target in blue-white light. This spell can only be used against a single target -- and only those that have spirits -- but its effect is absolute. Mortals struck by this spell who fail their saving throw fall to the ground dead with their spirits destroyed (however this is very hard to do, as it is like trying to swat a fly with a howizter). Supernatural beings however are at -3 to save, as their spirits are very easy to target, and take 3d6x10 damage from this spell. Astral or pure spirit beigns (Banshee, Labassu, Torturians) take double damage from this spell.
"Source of all souls which dwell in eternal and infinite. Everlasting flame of blue, let the power hidden in my soul be called forth from the Infinite...RA-TILT!"

Spells of Legend

Astral Split
Range: 30m (100ft); by sight
Duration: Instant
Damage: Absolute ouchies!
Saving Throw: Dodge of 18 or higher
M.P.: 300
This is a very cruel spell designed to cause horrific kinds of damage to a target. Basically this spell creates 1d4 proportionally mid-sized astral portals INSIDE the target in a very invasive way, then disappear, it's like if several huge razor blades appeared inside you at once, then were pulled out to let you fall apart like a bunch of sliced deli meat! This spell is incredibly damaging to any sort of physical being no matter what their size (I said PROPORTIONALLY mid-sized portals, meaning if you use this on a dragon or giant it's gonna make some big holes). The damage is absolute, nothing could really survive this sort of devastation, however in the case of higher beings, such as gods, this spell does damage in the area of 1d4x100, no kidding. Note that this spell will have no affect on things like ghosts, spirits, Mazoku, or other things that have no real materiality to them.

Plane Bend
Area of Affect: 100m (330ft) radius plus 10m (33ft) per level of experience
Duration: 30 minutes per level of experience
Saving Throw: None
M.P.: 300
This spell is an insane folding of space, causing a section of the Astral Plane and Physical Plane to meet and meld. This is a very interesting spell for the purposes of creating confusion, as the laws of the two worlds can clash and conflict, with some staying in place, while others meet halfway and compensate. Apperances can change, or go in crazy ways like a Salvador Dali painting. This spell is perfect for disorientation, aswell as perhaps large scale transportation (many Astral Kingdoms have been known to invade the physical plane using this spell).
When Plane Bend is used, roll on the following table to determine exactly what occurs.
Apperance
01-30 Complete Switch! The area in the target plane is completely switched for the area within the plane the Shaman casts this spell from.
31-70 Half & Half: The properties of both areas swap in a 50:50 ratio
71-00 Bad Dream: Everything is chaotic and makes very little sense, the floor appears both above and below, things are at odd and apparently impossible angles. All within the area at -3 to all perceptions based on sight.
Laws
01-30
Complete Switch! The laws of the target plane switch with that of the plane the Shaman casts this spell from.
31-70 Half & Half: When folding the Astral Plane ontop of the Physical Plane, it becomes possible to pass through normally 'solid' objects, and both the spiritual and physical can hurt each other as if they all were physical. When folding the Physical Plane on top of the Astral, everyone seems to become misty and incapable of harming each other through any means besides attacks that do Spirit Damage.
71-00 Bad Dream: Nothing makes sense, everything is jumbled up in such a way that all within the area are at half their usual capabilities, the nature of the reality jumble is the GM's call.