Shaman's focus mostly on the spirit sphere and the pickings are slim, or rather lack any sort of what feels like theme in there selection. I'm hoping that these spells will help add a bit more variety or theme to the class.
Anywhere spell
Summon Familiar.
Requirements: Shaman x1
Description: The shaman forms a temporary contract with a spirit and brings it into our plane of existence. The familiar can aid the shaman in whatever the task is required. This could be scouting out the area ahead or aiding the shaman in combat.
Mechanics: The shaman summons a familiar at basic bonding level at shaman x1. The familiar has a life total equal to the shamans life total multiplied by the number of times shaman was taken. For each odd level of shaman taken the bond between shaman and the summon familiar is increased. If the familiar is destroyed the shaman feels the effects of the appropriate bonding. A shaman may summon a familiar at a lower bonding level but they will have a lower hp pool to the distrust the spirit has in the shaman. Familiars summoned have half the normal calculated hp pool.
Shaman x1 basic
Shaman x3 minor
Shaman x5 normal
Shaman x7 major
Out of Battle Spell
Spirit Walk
Description: The shaman has learned to enter into the spirit realm and walk among it to view things they might normally be able to see in there physical form.
Mechanics: The shaman leaves there physical form entering into a spirit form. They may travel 3 feet from there body for every time shaman had been chosen as a class. With the aid of scrying spells such as Far Scry, Ice Guard etc. The shaman may use the spell to project there spirit form to the area and use this item as an anchor. The shaman is in an incorporeal form and can not interact with anything in the physical plane. The only exception to this is if the shaman is duel classed or has a spell that would allow spirits to interact with the physical plane. Like a seductress with the sexual spirits spell. The shaman is vulnerable as they are not in there physical body, and hostile actions will cause the shaman spirit to be teleported back into its body.
Changes to the following spells
Original
Spirit Armor:
Level required: 5
Casting method: other
Defending method: none
Description: Shaman X2:
A common defensive spell known by most Shamans, this conjuration summons the protective energies of the spirits. By means of this spell, the caster is able to wrap himself in these energies, which cling to his form, skintight. Upon finishing the incantation, these energies manifest and can be seen each time a spell is cast directly at the shaman, a flaring of white energies in the form of warding 'hands' appear to deflect the spell, intercepting and neutralizing it. This spell is a close cousin to Spirit Barrier and most Shamans possess both spells.
:MECHANICS: A Ranged Magical Attack is rolled and halved to determine the amount of Magical damage the Spirit Armor can neutralize before it fades away. Direct targeting spells are affected by Spirit Armor, but not area effect spells suck as Ice Storm and Fireball. Stamina cost is doubled that of most spells, 2 Stamina for each slot utilized. Also, for every slot used, the spell lasts 1 round. This spell can not stack with Magical Armor or Spirit Barrier. Should a targeting spell hit the caster with enough damage to overwhelm Spirit Armor, then the total remaining Spirit Armor is deducted from the damage and the remainder cuts through to the Shaman. This spell has no effect on any sort of Physical attack, either Ranged or Close.
Changed version
Spirit Armor:
Level required: 5
Casting method: other
Defending method: none
Description: Shaman X2:
A common defensive spell known by most Shamans, this conjuration summons the protective energies of the spirits. By means of this spell, the caster is able to wrap himself in these energies, which cling to there form, skintight. Upon finishing the incantation, these energies manifest and can be seen each time a physical attack is cast directly at the shaman, a flaring of white energies in the form of warding 'hands' appear to deflect the spell, intercepting and neutralizing it. This spell is a close cousin to Spirit Barrier and most Shamans possess both spells.
:MECHANICS: A Close Magical Attack is rolled and halved to determine the amount of Magical damage the Spirit Armor can neutralize before it fades away. This spell defends against all Physical Attacks, both Ranged and Close, but has no effect on 'any' spells directed at the caster, either targeting or area-effect, such as Fireball. Stamina cost is doubled that of most spells, 2 Stamina for each slot utilized. Also, for every slot used, the spell lasts 1 round.This spell can not stack with Magical Armor, nor Spirit Barrier.
Synergy: If summon familiar has been used before this spell the shaman may use it to bolster the defensive properties of the armor. The familiar will leave the corporal form giving to it and take the shape of armor themed after its physical form either and transparent in appearance. The spirit can only maintain the appearance of armor during the duration of spirit armor. In order to bolster the armor defense properties the familiar adds half its life total to the amount of damage the armor can take before it breaks. If the new total is surpassed then both the armor and familiar are destroyed. If the spell ends the familiar will return to its corporal form losing the hp used to join the armor. This can not be used if the result of halfing the life would destroy the familiar.
Original
Spirit Barrier:
Level required: 8
Casting method: other
Defending method: none
Description: Shaman X2:
This spell is very closely related to Spirit Armor and both incantations draw upon the same spirits to defend them from their enemies. Upon completion of this spell, the caster is surrounded and encased with invisible energies; the spirits themselves come to defend the caster. Sheathing the shaman in their protection, these spirits defend against attacks from both hand to hand attacks and ranged weapons such as arrows and thrown daggers. Each time an attack comes, the energies flare into the form of a warding hand that deflects or blocks the attack, translucent and ghostly. This spell does nothing to defend against spells flung at the caster or touch attack spells.
:MECHANICS: A Close Magical Attack is rolled and halved to determine the amount of damage that can be absorbed by the Spirit Barrier before it fades away. This spell defends against all Physical Attacks, both Ranged and Close, but has no effect on 'any' spells directed at the caster, either targeting or area-effect, such as Fireball. Stamina cost is doubled that of most spells, 2 Stamina for each slot utilized. Also, for every slot used, the spell lasts 1 round.This spell can not stack with Physical Armor, nor Spirit Armor.
Changed Version
Spirit Barrier:
Level required: 5
Casting method: other
Defending method: none
Description: Shaman X2:
This spell is very closely related to Spirit Armor and both incantations draw upon the same spirits to defend them from their enemies. Upon completion of this spell, the caster is surrounded and encased with invisible energies; the spirits themselves come to defend the caster. Sheathing the shaman in their protection, these spirits defend against attacks these energies manifest and can be seen each time a spell is cast directly at the shaman. Each time an attack comes, the energies flare into the form of a warding hand that deflects or blocks the attack, translucent and ghostly. This spell has no effect on any sort of Physical attack, either Ranged or Close.
:MECHANICS: A Ranged Magical Attack is rolled and halved to determine the amount of Magical damage the Spirit barrier can neutralize before it fades away. Direct targeting spells are affected by Spirit Armor, but not area effect spells suck as Ice Storm and Fireball. Stamina cost is doubled that of most spells, 2 Stamina for each slot utilized. Also, for every slot used, the spell lasts 1 round. This spell can not stack with Magical Armor or Spirit Barrier. Should a targeting spell hit the caster with enough damage to overwhelm Spirit Barrier, then the total remaining Spirit barrier is deducted from the damage and the remainder cuts through to the Shaman. This spell has no effect on any sort of Physical attack, either Ranged or Close.
Synergy: If summon familiar has been used before this spell the shaman may use it to bolster the defensive properties of the barrier. The familiar will leave the corporal form giving to it and join the barrier to strengthen it. The spirit can only maintain the barrier during the duration of spirit barrier. In order to bolster the barrier defense properties the familiar adds half its life total to the amount of damage the armor can take before it breaks. If the new total is surpassed then both the barrier and familiar are destroyed. If the spell ends the familiar will return to its corporal form losing the hp used to join the barrier. This effect can not be used if the result of halfing the life would destroy the familiar.