|
Shamen
Shamans are primarily of the Native American peoples. They inact their
powers from nature instead of from gifts within themselves. Their magic
is predominantly helpful. Shaman may only be of a Native American background.
Shamans are trained by their individual tribe, for the most part.
System
Like Psions and Magi,
Shaman use the points system, Shamans start with an amount of points which
will be determined by a GM, and may use up to 5 points per spell. Points
regenerate at 12:00am EST daily and the maximum level you are assigned
will grow weekly (based on how much you play and use your abilities.)
Please note that the below list of abilities is only what has appeared
in the HQ at the present time. New powers may be brought to Asha for approval.
All spells and powers operate only within Line of Sight unless otherwise
stated.
Point usage is to be posted either in channel or to a GM in
private before the power is used.
A note on Tahlmorra: Tahlmorra is the force that guides the paths
of the people. It is neither good nor bad, it merely is. It directs them
all life, all people and beings without them knowing they're being directed.
Spells and Powers
Note: All shaman are granted the ability to travel into the astral plane,
a 'shadow world' known to some as The Umbra. The astral plane is filled
primarily with spirits and creatures rare or nonexistent in the world
today.
Elements
Fire
This is the spectacular power to control and create flames by sheer magical
force.
The amount of flame which can be generated, controlled, or extinguished
at once is as follows:
| Cost |
Flame Size |
| 1 |
Campfire |
| 2 |
Funeral Pyre |
| 3 |
Bonfire |
| 4 |
Conflagration |
| 5 |
Inferno |
The 'fireball' lasts only for a few moments but may do searing damage.
Unless a fuel source is present the flames burn themselves out.
Ice
Ice may be cast as either a sheet, or a concentrated spell. In a sheet
form it will cover the designated area with a sheet of solid ice.
In concentrated form, the spell freezes one or more targets as directed
by point expenditure.
| Cost |
Concentrated Effect |
Sheet Effect |
| 1 |
Frostbite |
10X10 |
| 2 |
Thin Ice |
20X20 |
| 3 |
Ice Sculpture |
30X30 |
| 4 |
Block of Ice |
40X40 |
| 5 |
Glacier |
50X50 |
Water
A less lethal sister spell to the Ice power, the Caster determines the
"force" of the water's delivery on a target or area.
Anything from the 'dumping of a bucket' to a full blown riot control fire
hose.
| Cost |
Amount Produced |
| 1 |
1 Gallon |
| 2 |
10 Gallons |
| 3 |
100 Gallons |
| 4 |
1000 Gallons |
| 5 |
Instant Flood (10,000+Gallons) |
NOTE: While this spell does exist in the HQ universe, a character
may not start play with it, it must be learned in character, whether from
a character with the spell, or from finding a means of weakening the ice
spell.
Lightning
The ability to project an electrical bolt toward a target. Note: Using
this spell in water may be hazardous to your health.
| Cost |
Effect |
| 1 |
10X2 bolt |
| 2 |
20X4 bolt |
| 3 |
30X6 bolt |
| 4 |
60X12 bolt |
| 5 |
The Widowmaker* |
* - This bolt is far to large to be measured, and a very gory sight.
For by the time the target lands from the 50 foot room crossing jump,
they continue to burn internally, and then, more or less, explode. Be
warned that this can be defended against by shields, or by a very large
grounded object obscuring the path.
Earth
The ability to produce walls of dirt and rock or create violent eruptions
of stone and earth.
| Cost |
Eruption Size |
Wall Effect |
| 1 |
Pellet Bomb |
10X10 |
| 2 |
Gravel Grenade |
20X20 |
| 3 |
Rock Bomb |
30X30 |
| 4 |
Column of Stone |
40X40 |
| 5 |
Boulder Rain |
50X50 |
Barrier Spells
Blade Barrier
Blade barrier protects the caster or target from thrown sharp objects,
examples include knives, shrapnel, and darts.
| Cost |
TTL (time to live) |
| 1 |
1 Attack |
| 2 |
2 Attacks |
| 3 |
3 Attacks |
| 4 |
4 Attacks |
| 5 |
5 Attacks |
The spell may be visible or invisible when initially cast by the caster's
choosing.
Bullet Barrier
Bullet barrier protects the caster or target from conventional projectile
weapons. Examples include bullets and arrows.
| Cost |
TTL (time to live) |
| 1 |
1 Attack |
| 2 |
2 Attacks |
| 3 |
3 Attacks |
| 4 |
4 Attacks |
| 5 |
5 Attacks |
The spell may be visible or invisible when initially cast by the caster's
choosing.
Energy Barrier
Energy barrier protects the caster or target from less conventional projectile
weapons, Examples include plasma weapons, laser weapons, and Ion weapons.
Essentially if it is powered by non magical energy, it may be stopped.
| Cost |
TTL (time to live) |
| 1 |
1 Attack |
| 2 |
2 Attacks |
| 3 |
3 Attacks |
| 4 |
4 Attacks |
| 5 |
5 Attacks |
The spell may be visible or invisible when initially cast by the caster's
choosing.
Magic Barrier
Magical barriers protect the caster or target from magical energies. Examples
include lightning bolts, fireballs, and
concentrated ice spells.
| Cost |
TTL (time to live) |
| 1 |
1 Attack |
| 2 |
2 Attacks |
| 3 |
3 Attacks |
| 4 |
4 Attacks |
| 5 |
5 Attacks |
The spell may be visible or invisible when initially cast by the caster's
choosing.
Other Spells
Heal
Unlike Psionic Biofeedback, the shamen heal spell normally only heals
other people and may not be used on one's self. People healed via the
shamen heal spell suffer loss of muscular strength, soreness, bouts of
intense physical pain, and an increased appetite for up to a week after
the healing. Light bruising may not be healed.
| Cost |
Amount of Wounds Healed |
| 1 |
Light wounds (cuts and scratches) |
| 2 |
Medium wounds |
| 3 |
Heavy wounds |
| 4 |
Fatal wounds |
| 5* |
Heals from near death |
* - The five point form of this spell increases the residual effect of
the healing fourfold, and causes the same type of effect upon the caster
as it does on the target. Meaning not only does the target get four weeks
of pain, soreness, loss of strength, and increased appetites. But the
caster also gets one week.
Levitate
This power is, simply, the ability to magically lift, move, and manipulate
things.
| Cost |
Weight |
| 1 |
100 lbs |
| 2 |
250 lbs |
| 3 |
550 lbs |
| 4 |
900 lbs |
| 5 |
1500 lbs |
Examples of use: The Shamen may lift him/her self and fly around the
room for the amount of points corresponding to their weight.
For five points, the Shamen may throw a small car or motorcycle.
Call Animal
| Cost |
Maximum Animals |
Called Alternate* |
| 1 |
10 |
5 |
| 2 |
20 |
10 |
| 3 |
30 |
15 |
| 4 |
40 |
20 |
| 5 |
50 |
25 |
* - The user may specify the type of creatures to be called, this uses
the alternate column.
NOTE: If you specify "winged creature" it is GM choice
what shows, anything from a gnat to an eagle. "Calling" a specific
animal that is not readily available to the location (GM Decision if it
is available or not) will result in spell failure with loss of the points
used upon it. for example: Calling a mountain goat in a desert, or on
an island where they are not in residence is not going to make one "magically
appear." This spell is also not effective on "reasoning"
creatures, you cannot call humans or aliens with it.
FURTHER NOTE: this is not immediate effect .. animals must travel
by normal means, and the critters may or may not be friendly to the caster.
This spell may not be taken during character creation, it must be learned
through in character means
|