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shaman
n : a member of certain tribal societies who acts as a medium between
the visible world and the invisible spirit world and who practices magic
or sorcery for purposes of healing, divinations, and control over natural
events.
Shamans are, in HQ, primarily of
the Native American peoples. They enact 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 (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 GMs 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 all life, all people and all 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 |
Graven 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 |
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 |
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 |
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 |
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.
Lightning Shield
This spell was developed primarily for use in hand to hand or melee combat,
providing a sort of electrical fence effect around the caster. When the
edge of the barrier is contacted, the effect is in fact just like the
object or person had hit an electric fence. Because of the dual nature
of the spell, it requires both the lightning spell and one other barrier
spell to be known before learning it is possible.
| Cost |
Time to Live |
| 1 |
1 Attack (Weak) |
| 2 |
1 Attack (Strong) |
| 3 |
2 Attacks (Weak) |
| 4 |
2 Attacks (Strong) |
| 5 |
3 Attacks |
The spell may be visible or invisible
when initially cast by the caster's choosing. But is always visible when
being hit, showing up as a cascade of electric energy. This spell may
-only- be learned in play, as it is complicated and was developed independently.
Other Spells
Heal
Unlike Psionic Biofeedback, the shaman heal spell normally only heals
other people and may not be used on one's self. People healed via the
mage 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 shaman may
lift him/her self and fly around the room for the amount of points corresponding
to their weight.
For five points, the shaman 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
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