Shaman


The Shaman
Entwined with the spirits of nature and guided by the wisdom of the ancestors, the Shaman walks the sacred path between the physical and spiritual realms. Through rituals and invocations, they commune with the spirits of the land, the sky, and the beasts, channeling their power to heal, protect, and unleash primal fury. With each beat of their drum and whispered chant, they bridge the gap between the mortal world and the divine, serving as a conduit for the ancient forces that shape the world around them.
Commencement Package
One Spell from the class spell list.
+4 Bravery, +4 Alchemy, +4 Healing, +3 Seal Tampering, -5 Use Device, -4 Charm, -3 Reflex
Level 1
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod
+1 Knowledge of Nature
+1 Natural Senses
+1 Sense Magic
Level 2
1 Free Stat point
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod
+1 Concentration
+1 Mettle
+1 Willpower
Level 3
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod
+1 Persuade
+1 Intimidate
+1 Seal Tampering
Level 4
1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod
+1 Knowledge of Nature
+1 Natural Senses
+1 Sense Magic
Level 5
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod
+1 Knowledge of Nature
+1 Natural Senses
+1 Sense Magic
Level 6
1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod
+1 Concentration
+1 Mettle
+1 Willpower
Level 7
2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod
+1 Knowledge of Nature
+1 Natural Senses
+1 Sense Magic
Level 8
1 Free Stat point
2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod
+1 Knowledge of Nature
+1 Natural Senses
+1 Sense Magic
Level 9
1 Master Feat
Three spells from the class spell list
Free Skill points equal to utility mod
+1 Concentration
+1 Mettle
+1 Willpower
Spell List
Blood Branch
Level 2 Black, Brown Spell (6)
Element: Necrotic, Physical
Mechanics: deal a d12 pierce/necrotic damage, 6 space range, level 3 split. The caster takes a d12 pure damage.
Cost:6mp, 3FHS
Cast time: 1AA, 1MA
Modality: The caster uses blood to make tentacles which are then used to strike multiple foes.
Notes:The caster may spend 2BA to reduce the pure damage of this spell to a d6 if the caster is missing 5hp or more.
Sanguine Arm
Level 1 Black Spell (4)
Element: Necrotic
Mechanics:the caster uses blood to do any action they can do with their attack action only at a 2X space range. Where X is how many uses of blood are on the map. The blood is not consumed by this spell.
Cost:3mp
Cast time: 1AA
Modality: The caster uses a tentacle of blood to grab things and manipulate them.
Notes:The caster may spend 2BA to reduce the cost of this spell by 3mp and create 1 use of blood.
Stigma Shield
Level 1 White, Gray Spell (4)
Element: Protection, Holy, Manipulation
Mechanics:6 space range, the caster makes a target potency able to be attacked. The unit in the potency can’t be attacked until the potency is broken, but they also cannot attack until the potency is cleared.
Cost:3mp
Cast time: 1AA
Modality: The caster gives the magic a more physical crystalline form that both protects and encases the target.
Notes:The caster may spend 2BA to remove 1AA from this spell if it is being cast on someone other than themselves.
Helpful Spirit
Level 1 White, Orange Spell (5)
Element: Holy, Summoning, Protection
Mechanics:The caster summons a level 1 helpful spirit and all potencies on the caster are transferred onto the helpful spirit.
Cost:3mp
Cast time: 1AA, 1MA
Modality: The caster summons a spirit who takes upon themselves the ailments of the caster.
Notes:The caster may spend 2BA to add 6 space range and have the added effects of a target transferred onto the helpful spirit.
Dragon’s Breath
Level 5 Red, Green, White Spell (13)
Element: Fire, Fauna, Holy
Mechanics:Caster deals a d14 fire damage, Ignores level 1 fire immunities, potency 22 vs reflex/toughness in a level 2 cone.
Cost:15mp, 2OBP
Cast time: 2AA, 2MA
Modality: The caster calls the soul of the deceased dragon to dwell in their body. The connection can only last if the caster has a part of that dragon’s body on their person. The caster channels the spirits in themselves to release an intense flame.
Notes:The caster may spend 2BA to remove this spell’s cost and cast time and give it interrupt if an enemy tries to remove the dragon item the caster has. If the dragon that’s used for this spell is something different than a fire dragon, like an acid, light, etc dragon then replace the word fire with the primary element of the dragon.
OBP: The caster must have a part of a dragon on them worth at least 5,000 gold. And magically consume one use of fire.
Shaman Fist
Level 3 Red, White Spell (3)
Element: Fire, Holy
Mechanics:The caster adds their toughness mod to the damage of a target attack. The attack counts as holy/fire damage instead of its other types.
Cost:9mp
Cast time:Addition Spell
Modality: The caster strikes the target with a spiritual flame generated from their own spirit.
Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if the target has already been successfully hit by Shaman Fist already in this battle.
Visitation
Level 4 White Spell (8)
Element: Holy
Mechanics:The target is possessed by a nearby spirit. Flip a coin if heads the target will become a neutral unit. If tails flip another coin, if heads the target will fight for your allied side, if tails the target will fight for the enemies side. Potency 22 vs willpower/toughness.
Cost:12mp
Cast time: 1AA, 1MA
Modality: The target is possessed by a nearby spirit. Who’s allegiances are unknown.
Notes:The caster may spend 2BA to cast this with 6 space range as a curse on a unit subdued to white tower counters.
Spirit Animal
Level 3 White, Brown, Orange Spell (7)
Element: Holy, Ability, Summoning
Mechanics:summon a level 1 animal from the spirit animal list. Each time the caster is attacked, there is a ¼ chance the spirit animal will gain a level. Every time the caster gets a finishing blow, the spirit animal gains a level. (FS, FS, X, C) within.
Cost:9mp, 1PPU, 1SS, 2OBP, 8 round cool down
Cast time:1AA,1MA
Modality:The caster conjures a spirit animal which causes their image of the animal to glow. As the battle goes on the animal grows in power.
Notes:The caster may spend 2BA to heal the spirit animal a d4 hp no matter the distance while this personal power up is on. At the end of battle the spirit animal can keep it’s gained levels or descend in level as far as the caster wants. The thralling cost the spirit animal is based on whatever level the caster chose at the end of battle. If the image of the spirit animal is destroyed or disarmed from the caster, then the spirit animal becomes a frenzied neutral summon.
OBP: the caster must have a totem, weapon engraving or tattoo of their spirit animal worth at least 5000 gold. The caster must spend at least 30 minutes meditating or talking to their spirit animal to put a charge on this spell.
Spirit Binding
Level 1 White, Blue Spell (5)
Element:Holy, Enchant
Mechanics: d8 white tower counters, 6 space range.
Cost:3mp
Cast time: 1AA, 1MA
Modality: The caster binds a spirit to an object to make it more accessible to them.
Notes:If the caster has this spell, the caster may perform the following ritual: the caster takes a spirit and magically binds it to a body part or item that was significant to the spirit. This process takes 5 hours. The bound item carries a feat or feats from the target spirit. The caster performs a check similar to enchanting checks for the feats only they use persuasion/personality instead of enchanting/intelligence. The target spirit is added to the bound spirit list. These bound items must be attuned to use and takes an enchanted item slot.
Trance: Mediumship
Level 2 White, Brown Spell (2)
Element:Holy, Ability
Mechanics:The caster can see any invisible unit and has +1 accuracy vs invisible units.within. (Neg, Ac)
Cost:6mp, 1PPU
Cast time:Addition Spell
Modality: The caster enters a trance which allows them to see the spirit world.
Notes:The caster enters a trance and can see spirits of the deceased wandering around the areas that were important to them while they were alive. The caster is able to see, touch and commune with these spirits while in this trance, the spirits can attack the caster and deal harm in the way of white tower counters if they so choose. If the caster is subdued to white counters they die and can be possessed by any spirit that chooses to enter their body. Spirits can have their problems resolved and can move to the beyond. This will give the caster and any of their helpers exp as if they had defeated them in combat. If helped out, these spirits may also be conceived to be bound to a significant item to aid the caster. If this is done, then the caster gain’s +10 to the check attempted in the “Spirit Binding” ritual.
Clairvoyance
Level 1 Purple Spell (5)
Element: Time
Mechanics:The caster can see the history of an object by touching it.
Cost:3mp, 3Mmp
Cast time:1AA, 1MA
Modality: The caster goes into a trance and views the history, journey and emotions involved with the object they are fondling.
Notes:The caster may spend 2BA to remove this spell’s cost if they only view the last day of the object’s history.
Dream Telepathy
Level 1 Purple, Yellow, White Spell (4)
Element: Space, Psychic, Holy
Mechanics: 6 space range,deal a d10 white tower counter to a sleeping target.
Cost:3mp
Cast time: 1AA
Modality: The caster wanders the dreamscape to give a message to the target.
Notes:remove the cost and cast time of this spell, The caster can communicate with any one they please no matter the distance as long as they are both asleep.
Energy Medicine
Level 1 White Spell (5)
Element:Holy
Mechanics:The caster puts a d8 enemy white tower counters on to the target, then the caster turns all enemy white tower counters on the target into healing hp for the target.
Cost:3mp
Cast time: 1AA, 1MA
Modality: The caster
Notes:The caster may spend 2BA to have this spell also include black and green tower counters as well.
Spirit Host
Level ? White Spell (?)
Element: Holy
Mechanics:The caster becomes possessed by a target spirit from their bound spirit list. This possession overwrites all of their feats and replaces them with the spirit's feats.
Cost:X6mp, where X is every level the spirit has past 3, 8 round cooldown. This spell costs 9Mmp for each skill increasing feat the spirit has.
Cast time: 1AA, 1MA
Modality: The caster goes into a trance and lets a spirit possess them to accomplish things the caster can’t do themselves.
Notes:The caster may spend 2BA to reduce this spell cost by 9mp if they have cast this spell yet this battle. This spell does not put counters on the caster for keeping it on outside of battle.
Spiritual Navigation
Level 1 White, Yellow Spell (1)
Element: Holy, Psychic
Mechanics: The caster instantly knows the layout of the battlefield.
Cost:3mp
Cast time:Addition Spell
Modality: The caster quickly gains an intimate knowledge of the surrounding area from the mind of a local spirit.
Notes:The caster can instantly map out in their mind foreign locations by mentally connecting with deceased residential spirit. This map will only be based on how the area looked when the spirit was alive.
Guardian Spirits
Level 1 White Spell (5)
Element: Holy, Protection
Mechanics:interrupt,The caster instantly dodges the incoming attack.Within. This spell costs 3mp more to cast for the battle each time it is cast.
Cost:3mp
Cast time: 1AA, 1MA
Modality: The caster is pulled out of harm’s way by helpful spirits, but this intense spiritual contact takes the caster a few seconds to recover from.
Notes:The caster may spend 2BA to increase their agility by 3 the following round.
Death Sense
Level 1 White, Space Spell (1)
Element: Holy, Space
Mechanics:Outside of battle the caster can sense when someone has died within 1 days travel of their location. As long as the caster has 3mp or more this spell will proc and they will pay the cost. The caster can declare it off for any amount of time they want and during that time the spell will not proc.
Cost:3mp
Cast time:Addition Spell
Modality: The caster can sense when a new spirit enters the spirit world nearby.
Notes:The caster may spend 2BA and 9mp to know the location of the sensed death.
Contract Bestowal
Level 1 White, Gray Spell (5)
Element: Holy, Manipulation
Mechanics:deal a d10 white tower counters.
Cost:3mp
Cast time: 1AA, 1MA
Modality: The caster makes a contract with a unit that if unfulfilled has dire consequences.
Notes:The caster may curse a willing or subdued unit with any curse. The curse does not occur unless the target fails to meet the terms of the contract agreed upon.
Spirit Rush
Level 2 White Spell (6)
Element: Holy
Mechanics:Deals a d8 holy damage, 6 space range, beam.
Cost:6mp
Cast time: 1AA, 1MA
Modality: The caster gives a move physical form to a spirit as it charges through the targets.
Notes:The caster may spend 2BA to up the damage of this spell twice.
Spirit Drain
Level 1 White, Black Spell (5)
Element: Holy, Necrotic
Mechanics:Steals a d12mp, level 2 cone, and deals a d12 pure damage to the caster. The caster cannot dodge the round this spell is cast.
Cost:3mp
Cast time: 1AA, 1MA
Modality: The caster’s spirit reaches out and pulls spiritual energy from those before them, this leaves the caster extremely vulnerable.
Notes:The caster may spend 2BA to remove 3mp from the cost of this spell and give it an additional level 1 cone.
Animal Spirit
Level ? Green, White Spell (?)
Element: Fauna, Holy
Mechanics:The caster summons a creature from their bound spirit list, only the creature is a spirit in addition to its other types.
Cost:X12mp, where X is the creature’s level minus two. 1OBP, 8 round cooldown.
Cast time: 1AA, 1MA
Modality: The caster gives a more physical form to an animal spirit companion.
Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if cast outside of structures.
OBP: The caster must spend 30 minutes empathizing with their animals spirits to put 1 charge on this spell.
Summon Bound Spirit
Level ? White Spell (?)
Element: Holy
Mechanics:The caster summons a spirit from their bound spirit list, only the unit is a spirit in addition to its other types.
Cost:X12mp, where X is the spirit’s level minus two. 4OBP, 8 round cooldown.
Cast time: 1AA, 1MA
Modality: The caster gives a more physical form to one of their bound spirits
Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if cast outside of structures.
OBP: the cast must spend 30 minutes preparing an offering of 150 gold worth of suitable foods and or items which are burned for the spirit’s to enjoy.
Spirit Spy
Level 3 White, Purple Spell (7)
Element: Holy, Space
Mechanics:ward 1, describes what is seen. Phase, 6 space range. Invisible 22 vs sense magic/intelligence. Must return to give the information.
Cost:9mp
Cast time: 1AA, 1MA
Modality: The caster magically detached a bound spirit and has it scout out area’s ahead.
Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if cast outside of battle.
Poltergeist
Level 1 White, Gray Spell (5)
Element: Holy, Gravity
Mechanics:6 space range, conducted, manipulate target in any way the target bound spirit could with an attack action.
Cost:3mp
Cast time: 1AA, 1MA
Modality: The caster uses a spirit to grab things at a distance.
Notes:The caster may spend 2BA to give this spell phase and 3 more spaces of range.
Shaman Tongue
Level 1 White, Brown Spell (4)
Element: Holy, Talent
Mechanics: 6 space range, the target gains plus 14 persuasion vs spirits. (Per)
Cost:3mp, 1PPU the target must spend 9Mmp to accept this personal power up.
Cast time: 1AA
Modality: The caster filles the target with empathy and understanding towards those in the spirit world.
Notes:The caster may spend 2BA to gain ½ chance to remove the 9Mmp cost of this spell.
Shamanic Grip
Level 2 Red, White Spell (5)
Element: Fire, Holy
Mechanics:The caster deals 2X + a d6 holy/fire damage to the target, where X is the difference between the caster’s toughness mod and the target’s.
Cost:6mp
Cast time: 1AA
Modality: The caster grabs the target and tests their spirit against them.
Notes:The caster may spend 2BA to remove this spell’s cost and add 1X to the effects of this spell if the target is humanoid.
White Smoke
Level 2 White Spell (6)
Element: Holy, Protection
Mechanics:lower all potency on target’s by 6, level 1 ring, linger level 1.
Cost:6mp
Cast time: 1AA, 1MA
Modality: The caster conjures a white smoke that gives better form to benevolent spirits allowing them to help all that are plagued in its area of effect.
Notes:The caster may spend 2BA to add another level of linger to the effects of this spell.
Blood Burn
Level 2 Red, White Spell (6)
Element: Fire, Holy
Mechanics:6 space range, level 2 ring, d12 fire/holy damage, linger level 1, The caster takes a d12 pure damage, the caster must be missing 5hp or more to cast this spell.
Cost:6mp
Cast time: 1AA,1MA
Modality: The caster sprays spiritually charged blood from their wounds which burns the targets.
Notes:The caster may spend 2BA to reduce the pure damage to a d6.
Blood Mist Spirit
Level 3 White, Black Spell (7)
Element: Holy, Necrotic
Mechanics:the caster raises a level 3 Blood Mist Spirit. The caster takes a d12 pure damage.
Cost:9mp, 2 uses of blood.
Cast time: 1AA,1MA
Modality: The caster mixes some of their own blood with blood on the battlefield to allow a spirit to have a more physical form.
Notes:The caster may spend 2BA to reduce the pure damage to a d6.
Heart Drum
Level 8 Black, Yellow Spell (12)
Element: Necrotic, Sonic
Mechanics:Friendly fire, whole battlefield, doom potency 18 vs mettle and toughness.
Cost:24mp
Cast time: 1AA,1MA
Modality: The caster plays an evil seductive song. If any are weak of heart they cannot resist and dance, while dancing, the wicked spirits try to coax their souls into the afterlife.
Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster is at full life.
Consult the Bones
Level 3 Purple, Orange Spell (3)
Element: Time, Luck
Mechanics: The caster may ask the DM a yes or no question. If the DM doesn’t know the answer or revealing it would completely ruin the fun of the campaign, then the DM may say “The bones remain ambiguous.) in this case the caster gains back the cost of this spell, Otherwise the DM gives the answer truthfully to the best of their ability. If the answer is a prediction and the DM’s answer becomes incorrect the caster at that point gains 18mp and 18Mmp for the day.
Cost:9Mp, 9Mmp (doesn’t come back until the following day) at least a couple bones.
Cast time: Addition Spell
Modality: The caster consults the great spirits for information and or guidance.
Notes:The caster may spend 2BA to remove the “mechanics” section of this spell and instead give this spell a ¼ chance to give the targets 1 luck for the day in a level 2 ring.
Spectral Chains
Level 3 White, Black Spell (7)
Element: Holy, Necrotic
Mechanics: At 6 space range, the caster summons spectral chains to restrain a target unit. (pin potency 16 vs bravery/toughness) The chains last 3 rounds before dissipating.
Cost:9mp
Cast time: 1AA,1MA
Modality: The chains would appear as ghostly, ethereal links that wrap around the target, restraining their movement and making it difficult for them to cast spells or attack.
Notes:The caster may spend 2BA to give the chains silence.
Spirit Walk
Level 1 White, Black Spell (0)
Element: Holy, Necrotic
Mechanics: The caster becomes flatfooted and completely senseless during the duration of this spell. The caster’s soul may leave their body and walk about with all the senses of the physical body except touch. In this form the caster may phase through non magical objects and walls. The caster may stay in this form for 5 rounds plus their toughness mod, any longer than that and the caster dies. The spirit may enter the body simply by walking back into it. The spirit can be sensed use the normal sense magic scale, only it is 4 points more difficult to clear.
Cost:0mp
Cast time: 1AA,1MA (continuous upkeep)
Modality: the caster to enter a trance-like state and project their spirit out of their body. While in spirit form, the caster can move through solid objects and see and hear things that are normally hidden. The spell would last for a limited time and would require the caster to return to their body before it expires or risk becoming permanently trapped in spirit form AKA dying.
Notes: Independently of the rest of this spell, the caster may spend 2BA to remove a d2 white or black tower counters from a target.
Nature's Blessing
Level 3 White, Brown Spell (6)
Element: Holy, Ability
Mechanics: heals the target a d4 for 3 rounds, and increases their accuracy by 1 for the duration as well.
Cost:9mp
Cast time: 1AA
Modality: the caster to call upon the spirits of nature to heal themselves or an ally. The spell causes the target to glow as leaves and petals twirl around them. Thi boosts their senses and gradually restores lost health over a short period of time.
Notes:The caster may spend 2BA to give the targets plus 4 natural senses for the duration of the spell as well.
Totem of Protection
Level 3 Blue, White, Green Spell (7)
Element: Enchant, Protection, Flora
Mechanics: in a level 2 ring, all allies block 1 point of all damage for every ally in the level 2 ring. Friendly fire. Ward level 2 (the ward has 5hp, and can't move or dodge.)
Cost:9mp, 2OBP
Cast time: 1AA, 1MA
Modality: ^^^
Notes:The caster may spend 2BA to remove the OBP of this spell and give it 6 space range if cast on a tree, log, stump, etc.
OBP: To put one charge on this spell, the caster must spend 30 minutes carving a totem out of wood or anything else carvable. They must clear an art/intelligence check of 12 or the 30 minutes is wasted.
Spiritual Infusion
Level 1 White, Brown Spell (2)
Element: Holy, Ability
Mechanics: cast upon a target within 6 space range. The target's attacks count as holy, and they have a ¼ chance upon an attack, to add a d6 shadow damage, but the target must clear a 10 willpower/toughness check to keep the effects for the round. The check increases by 2 each round.
Cost:3mp
Cast time: 1MA
Modality: the caster pulls a wandering spirit into the target’s spirit boosting their spiritual power. Though, holding in the spirit can prove to be a difficult task.
Notes:The caster may spend 2BA instead cast this as a PPU with no check to clear each round.
Spiritual Absorption
Level 5 White, Black, Gray Spell (5)
Element: Holy, Shadow, Necrotic, Transmutation
Mechanics: interrupt, that caster becomes immune to shadow, Holy, and necrotic damage for the round, and any damage that would have been received by these damage types, instead heals the caster’s mp pool directly. Within.
Cost:15mp
Cast time: Addition Spell
Modality:^^^
Notes:The caster may spend 2BA to reduce this spell's cost by 9mp if the incoming damage is 6 or more.
Spiritual Guidance
Level 2 White, Black Spell (5)
Element: Holy, Necrotic
Mechanics: The caster communicates with the spirits, even plant, and animal spirits. The caster can ask questions and receive guidance. Topics may include, but are not limited to: tracking prey, finding water sources, warning of dangerous areas etc.
Cost:6mp
Cast time: 1AA
Modality:^^^
Notes:The caster may spend 2BA to reduce this spell’s cost by 6mp.
Curse of the Spirits
Level 3 White, Black, Orange Spell (7)
Element: Holy, Shadow, Luck
Mechanics: reduce luck by one, and take 2 extra damage from holy and shadow damage. Potency 14 vs bravery/toughness.
Cost:9mp
Cast time: 1AA, 1MA
Modality:the caster curses enemies with the wrath of the spirits. The curse causes the target to suffer from supernatural bad luck, causing their attacks to miss or their skills to fail. The curse also makes the target vulnerable to spiritual attacks.
Notes:The caster may spend 2BA to increase the potency of this spell by 6 if the target is humanoid.
Harvest Blessing
Level 3 White, Green, Gray Spell (6)
Element: Holy, Flora, Manipulation
Mechanics: the caster blesses a plant or crop, causing it to grow faster and produce a larger yield. 150 worth of produce is generated from the target plant is
Cost:9Mmp
Cast time: 1AA
Modality:^^^
Notes:The caster may spend 2BA to give this spell a ¼ chance to remove the Mmp cost of this spell and double the amount generated.
Spirit Shield
Level 4 White, Black Spell (8)
Element: Protection, Holy, Shadow, Necrotic
Mechanics:The caster creates a protective shield around the target. The shield has a d8 hp and receives damage for the target. The shield is immune to Holy, shadow, and necrotic damage. The shield lasts for 2 rounds or until it is depleted. Any damage that goes past the shields hp carries over to the caster.
Cost:12mp
Cast time: 1AA, 1MA
Modality:^^^
Notes: The caster can spend 2BA to reduce this spell’s cost by 9mp if cast on a unit other than themselves.
Spiritual Melding
Level 1 White, Black, Gray Spell (?)
Element: Holy, Necrotic, Manipulation
Mechanics: the caster mixes with a target willing or subbed plant or animal and gains its feats, skills and abilities. (the skills don’t stack, you just take the best of each, and feats still follow the rule of tags) within. The caster is dormant for 1 round after casting. This spell lasts for up to 4 rounds.
Cost:12Xmp where X is the target’s level -3.
Cast time: 1AA, 1MA
Modality:the caster merges with an animal or plant, gaining its abilities and knowledge. The caster becomes a hybrid creature, gaining the physical traits and senses of the chosen creature, as well as its memories and instincts.
Notes: The caster can spend 2BA to remove the duration limit of this spell and keep the effects thralled in and out of battle for 3Mhp per level of the melded creature.
Soul Purge
Level 3 White, Black, Gray Spell (7)
Element: Holy, Necrotic, Manipulation
Mechanics: remove a black or white tower potency from a target unit or object.
Cost:9mp
Cast time: 1AA, 1MA
Modality:the caster purges negative spiritual energy from a target, such as a cursed object or a possessed creature. The spell requires the caster to touch the target and removes any negative spiritual energy within them.
Notes: The caster can spend 2BA to instead remove 8 black and white counters from a target.
Rei Gun
Level 3 White, Black Spell (7)
Element: Holy, Necrotic
Mechanics: deals a dX + the caster’s toughness mod holy/necrotic damage. 6 space range. Where X is 3 times every 6hp the caster is missing.
Cost:9mp
Cast time: 1AA, 1MA
Modality:the caster blasts the target with concentrated soul energy. The energy is clearer the closer the caster is to death.
Notes: The caster can spend 2BA to increase the range of this spell by 9 spaces and give it beam and a level 1 ring, if the caster is terminal.
Soul Riposte
Level 6 White, Black Spell (10)
Element: Holy, Shadow
Mechanics: interrupt, reflect an attack back at its caster with and added d6 holy/necrotic damage.
Cost:18mp, 8 round cooldown
Cast time: 1AA, 1MA
Modality:the caster counters an attack with a burst of spiritual energy, redirecting the force of the attack back at the opponent with added intensity.
Notes: The caster can spend 2BA to reduce this spell’s cost by 18mp if the incoming attack would have killed the caster.
Soul Riposte
Level 3 White, Black Spell (7)
Element: Holy, Shadow
Mechanics:
Cost:9mp
Cast time: 1AA, 1MA
Modality:the caster counters an attack with a burst of spiritual energy, redirecting the force of the attack back at the opponent with added intensity.
Notes: The caster can spend 2BA to
Spirit Blast
Level 3 White, Black Spell (7)
Element: Holy, Shadow
Mechanics: d6 +toughness mod holy/necrotic damage, level 1 cone.
Cost:9mp
Cast time: 1AA, 1MA
Modality:the caster releases multiple smaller blasts of spirit energy simultaneously, covering a wider area.
Notes: The caster can spend 2BA to add 2 more levels of cone to this spell.
Spirit Gun
Level 4 White, Black Spell (8)
Element: Holy, Shadow
Mechanics: d6 +toughness mod holy/necrotic damage, 6 space range. This spell costs 3mp less to cast for the rest of the battle, every time it is cast.
Cost:12mp
Cast time: 1AA, 1MA
Modality:the caster concentrates their spirit energy into a point and fires it as a powerful energy projectile.
Notes: The caster can spend 2BA to reduce this spell’s cost by 9mp the caster is at full life.
Soul Charge
Level 3 White, Black Spell (4)
Element: Holy, Shadow
Mechanics: add the caster’s toughness and ignore BL feats to the damage of all the caster’s attack for the round.
Cost:9mp
Cast time:1MA
Modality:the caster temporarily imbues their attacks with the essence of their own soul, increasing their potency and bypassing conventional defenses.
Notes: The caster can spend 2BA to gain a ¼ chance to heal hp equal to the damage dealt by this empowered attack.
Incaporal Cannonade
Level 7 White, Black Spell (11)
Element: Holy, Shadow
Mechanics: roll 5 d4s, for each 4 rolled deal a d12 necrotic/holy damage with 6 space range. Each attack can attack the same target or new targets.
Cost:21mp
Cast time:1AA, 1MA
Modality:An advanced shaman technique where the caster fires multiple consecutive soul powered shots rapidly.
Notes: The caster can spend 2BA to reduce this spell’s cost by 6mp and give each attack a level 1 ring if outnumbered.
Soul Severance
Level 6 White, Black Spell (10)
Element: Holy, Shadow
Mechanics: paralyze potency 16 vs bravery/toughness.
Cost:18mp
Cast time:1AA, 1MA
Modality:the caster disrupts the connection between an opponent's body and soul, rendering them immobile and vulnerable for a short duration.
Notes: The caster can spend 2BA to give this spell link level 2.
Languid Strike
Level 1 White, Black, Brown Spell (2)
Element: Holy, Necrotic, Ability
Mechanics: add a d10 holy/necrotic damage to an attack. But the caster’s toughness mod is reduced by 1 for the battle.
Cost:3mp
Cast time:1MA
Modality: The caster puts some of their own anima into their attack empowering it, but draining themselves greatly, causing them to look more fatigued.
Notes:The caster may spend 2BA to give this spell a ¼ chance to remove the mod loss and instead give one toughness mod for the battle.
Vitality Offering
Level 1 White, Black, Brown Spell (5)
Element: Holy, Necrotic, Ability
Mechanics: 6 space range, level 2 ring friendly fire, heal targets a d10 hp and mp. But the caster’s strength, agility, and accuracy mods are reduced by 1 for the battle.
Cost:3mp
Cast time:1AA, 1MA
Modality: The caster puts some of their own anima into their attack empowering it, but draining themselves greatly, causing them to look more fatigued.
Notes:The caster may spend 2BA to give this spell an extra d4 heal and level 1 ring, if the caster is terminal.
Somatic Pull
Level 1 White, Black Spell (4)
Element: Holy, Necrotic
Mechanics: 6 space range, d12 heal. The target loses 1 toughness mod for the battle.
Cost:3mp
Cast time:1AA
Modality: The caster pulls some of the life out of each of the target’s cells to help sustain the body as a whole.
Notes:The caster may spend 2BA to give this spell an extra d4 heal and level 1 ring, if the caster is terminal.
Strength Beyond Strength
Level 2 Brown Spell (3)
Element: Ability
Mechanics The target gains plus 6 strength for the round, But the target’s strength mod is reduced by 1 for the battle.
Cost:6mp
Cast time:1MA
Modality: ^^^
Notes:The caster may spend 2BA to increase the temporary strength gain by 5 for the round if the target is terminal.
Sight Beyond Sight
Level 2 Brown Spell (3)
Element: Ability
Mechanics: The target gains plus 6 accuracy for the round, But the target’s accuracy mod is reduced by 1 for the battle.
Cost:6mp
Cast time:1MA
Modality: ^^^
Notes:The caster may spend 2BA to give the target the ability to see through illusions and to see spirits as a personal power up.
Quickness Beyond Stamina
Level 2 Brown Spell (3)
Element: Ability
Mechanics The target gains plus 6 agility for the round, But the target’s agility mod is reduced by 1 for the battle.
Cost:6mp
Cast time:1MA
Modality: ^^^
Notes:The caster may spend 2BA to increase the temporary agility gain by 5 for the round if the target is terminal.