Dragon Storm
 
 
Now for some Shaman magic to consider:
 
 
Family Spirit (4 CP) 1/V
STR=0, COR=0, DEF=0, SPD=0, WIS=0, HP=0, CAP=0
The shaman can ask a direct family spirit to do a simple job or mission for the shaman, then they leave. These spirits will not materialize or attack anyone, but they will scout, search and warn the shaman of dangers. They may speak and deliver messages. A shaman may have up to WIS -2, with a minimum of one, family spirits available.
 
 
Nightmares (3 CP) 1/ 12 hours
STR=0, COR=0, DEF=0, SPD=0, WIS=0, HP=0, CAP=0
A shaman can persuade an angry spirit to enter a visible targets dreams and cause them to have nightmares. The result is that the target is unable to recharge cards through sleep. for 12 hours after the spell is cast.
May be Dismissed, Banished or Dispelled.
 
 
Dream Spirit (3 CP) 1/ 12 hours
STR=0, COR=0, DEF=0, SPD=0, WIS=0, HP=0, CAP=0
A shaman can persuade a friendly spirit to let the target dream soothing dreams. During these dreams the target heals 1 HP of damage, including poison damage, per hour. Only one Dream Spirit per target.
May be Dismissed, Banished or Dispelled.
 
 
Memory Spirit (4 CP) 1 / 8 hours
STR=0, COR=0, DEF=0, SPD=0, WIS=0, HP=0, CAP=0
A shaman can persuade a friendly spirit to enhance a sleepers dreams so they can focus on a time period and remember what really happened. Very useful for remembering details and even bardic stories.
May be Dismissed, Banished or Dispelled.
 
 
Mist of Death (4 CP) 1/V
A thin mist surrounds the caster. It gives the user a chance to be unseen by undead with a successful (+4) stealth roll. In the right conditions, such as darkness, it adds +4 to all the casters stealth rolls. This is determined by the GM. The spell lasts one round, but may be extended by expending an Independent Action each round.
 
 
Wrap in Comfort (5 CP) 1 / V
A slight haze surrounds the caster. It gives the user +12 OD and +12 Warp Defense. The spell lasts one round, but may be extended by expending an Independent Action each round.
"Some of the places I must travel are not very nice." Maxwell
 
 
Release the Spirit (5 CP) 1 / R
Many spirits are bound to a place by the circumstances of their death. This spell brings a spirit peace that allows a Spirit to move onward to the Void, if it so chooses. Roll 2d6, on a roll of 8 or greater the spirit is released from its earthly bindings. At the GM's discretion the caster may gain bonuses for role-playing.
 
 
Relation Spirit (4 CP) 1 / C
A shaman can contact a family spirit of a volunteer. It will be a family member of the target, not the shaman. Families use this to discover details about there own family history, make amends with ancestors and more.
Tuesday, January 2, 2007
Shaman Spells