Becoming a Shaman
Shamans are found largely among the nomad tribes and the smaller,
family cults. Shamans concentrate on the manipulation of the
spirit plane.
A character wishing to become a shaman must first spend an
apprenticeship of at least one year with a shaman. A shaman will only
accept members of his own tribe or cult as apprentices.
During apprenticeship, the character devotes all his time to the
service of the shaman. The character learns the rituals and rules
governing the behavior of shamans within his tribe or cult. Among the
rituals he learns are those for walking in the spirit plane and
storing POW there. This training is sufficiently long and complex
that he will have no time for any other type of training.
At the end of a year of training, a character, if deemed worthy by the
shaman, may attempt to gain a fetch. A fetch is the counterpart of
the shaman's soul on the spirit plane. If the character decides not
to attempt to obtain a fetch, fails in the attempt, or is deemed
unworthy by the shaman, he may either leave forever and return to
normal life, or serve the shaman for another year and try again.
To gain a fetch, the character accompanies the shaman to a holy place
of the tribe or cult. There the shaman summons a spirit and the
apprentice attempts to ally it.
Benefits of Becoming a Shaman
- Possession of a Fetch
- The fetch will inhabit the shaman's body as he goes into
the spirit world. While in the shaman's body, the
fetch acts in all ways as the shaman, except that
spells cast by the fetch have the POW of the fetch
behind them instead of the POW of the shaman. If the
POW of the fetch exceeds the species maximum of the
shaman, the spells will be cast with only the species
maximum POW. The fetch inhabiting the body of the
shaman will do its utmost to prevent the body from
dying or being killed while the shaman is gone.
- The disembodied fetch can cast spells into the physical
world by using the shaman's senses to direct the
spell.
- The fetch can attack other beings in spirit combat, either
at the direction of the shaman or of its own volition.
- The INT of the fetch can be used to store knowledge of
spells and the POW can be used to cast spells, as with
bound spirits.
- Storing Power
As a result of his familiarity with the spirit
world, a shaman can store excess POW in the spirit plane,
using it in spirit combat and control. By sitting and
meditating, he may use this stored POW to replace POW from his
body supply at 1 point per 5 minutes.
Thus, a POW 21 shaman with 3 POW points stored in the spirit
plane may cast spells with a POW of 21 and draw POW out of the
spirit plane to replace the POW used. Alternately, he could
engage in spirit combat with a POW of 24.
This POW stored in the spirit plane is regained at the same
rate as POW in the shaman's body. Thus, a 32 point total POW
shaman would regain 8 points every 6 hours. The POW will
return first to his body and then to the spirit plane.
POW stored in the spirit plane does not count towards
enhancing the shaman's hit points or other abilities.
- Power Increase
To increase in POW, a shaman must only make a
roll of (25 minus (current POW)) X 5 or less on D100 (if
human) rather than the normal roll. POW stored in the spirit
world is included in the above roll.
- Curing Disease
With laying of hands on a diseased being and
performance of the appropriate rituals a shaman may be able to
cure the disease. The chance of a cure is his current POW X 5,
including POW in the spirit world. As always, a roll of 96-00
is failure. If the shaman fails, he may have been exposed to
the disease.
- Return From the Dead
Within one hour of death, a shaman can use
the spell of Healing, if he knows it, to bring his body back
to positive hit points if he so desires. The body will be
reinhabited by his spirit and will rise from the dead. Of
course, the shaman must know the spell. All points of POW
used in such healing are lost permanently. They do not come
back normally.
While dead, the shaman can cast no other spell than the
Healing spell upon himself and cannot animate his body to
defend or attack. If the body is burned, eaten, or otherwise
destroyed, no resurrection is possible.
- Controlled Spirits
Shamans may gain control of disembodied
spirits by bargaining with them, exchanging POW for service.
To find spirits to control, the shaman uses his fetch to
inhabit his body while he goes out into the spirit world. The
ritual to enter the spirit plane is complex, and should not
even be attempted by one untrained.
Once a spirit is contacted, the shaman must decide whether or
not he will approach it to bargain with it. Normally, the
risk is not great since spirits have little interest in
fighting with each other unless there is an obvious gain for
them.
If contact is made with a non-hostile spirit, the shaman may
bargain with it. The normal deal is for the shaman to give to
the spirit 1 point of POW per 10 points of POW the spirit
possesses. These points of POW are lost permanently, exactly
has in sacrifice for Rune Magic spells. In return for the loss
of POW, which goes to the spirit, the spirit, if it accepts
the offering, will serve the shaman as extra eyes on the
spirit plane, as a reservoir of POW for casting spells, and in
spirit combat, when required. The spirit will not, however,
memorize or cast spells. The bargain will last until the
spirit's POW is reduced to 5 points less than its opponent's
in spirit combat or its current POW is 3 or less, in any case,
through either spirit combat or spell use.
A shaman may have pacts of any nature with no more spirits at
one time than he normally has POW points stored in the spirit
plane. The POW of the spirits has no bearing on this, just
the number of them. The POW sacrificed to contracts with
spirits cannot count in this because it is gone.
Thus, a shaman with 5 points of POW stored in the spirit plane
cannot use all of them to sacrifice to a spirit because he
must at least 1 point left on the spirit plane for a spirit to
identify him him with. If he was already controlling another
spirit, he would only have 3 points of stored POW free to
sacrifice for a new pact. He could, of course, use additional
POW from his own resources.
When a shaman dies and uses his stored POW to heal himself
from death, he may, of course, have to release some of his
spirits from their bargains. In such a case, the spirits to
go will be determined by the referee.
- Tribal/Cult Support
Shamans are fully supported by their tribes
or cults and normally receive the best of everything, after
the tribe chief. If captured by foes, their tribe will spend
every reasonable effort to rescue or ransom them, depending on
how many shamans are still with the tribe.
Disadvantages of Becoming a Shaman
- Obligations to Tribe or Cult
A shaman's first obligation is to his tribe or cult. This takes
precedence over any and all other obligations. A shaman will only
adventure when it is necessary to his tribe or cult. If a shaman
fails in his obligations to his tribe or cult, the deity or
deities involved may remove his fetch and his stored POW. In such
cases, only superhuman efforts on behalf of the tribe or cult will
regain them.
- Dexterity-Based Skills
Due to his duties, a shaman has no time to practice combat skills,
or other DEX-based skills, and cannot increase in ability with
them, except by successful experience checks. Any ability in them
past (DEX X 5) goes away due to lack of practice.
- Increase of Characteristics
A shaman cannot increase any characteristics except POW and CHA,
due to lack of time for a training program.
- Visibility
By their very nature shamans are conspicuous. The paraphenalia of
their rituals and aura of power that hangs around them make them
easy to distinguish at all times.
- Commitment
There is no leave of absence from being a shaman. Once tied into
the spirit world, there is no leaving -- ever -- except by being
cast from the tribe or cult. The normal action in such cases is
suicide.