Shaman ¶
This is a transformation of the Hacker class and utilises other parts of 13th Net by Daniel Ries along with some powers written by myself.
A shaman interacts with the spirits that inhabit the world, even the spirits that power magical locations and items. Shamans empower their own actions with aspects of powerful spirits, use spiritual evocations to summon spirits to act for them, and can manipulate the energies that link between realms.
Overview ¶
Thematic choice: As a shaman, the spirits of the campaign world are important to your character, and interacting with them will be significant to your character’s story. What types of spirits there commonly are and how often, and by what means they are communicated with may be at least somewhat defined in the campaign setting. The default here is that there should be plenty of room for players to make choices and tell stories around the spirits that their own characters' powers rely on.
Play style: As a shaman, most of your power comes from spell casting. Your selection of spells and talents allow you to adjust whether you focus on aiding your allies, damaging your enemies, controlling the battlefield or a mixture thereof.
The aspect talents make for a lot of possible build combinations, and there can be a lot to consider. For a spirit themed caster with support options, you could choose the First Shaman aspect talent along with the Soul Mirror and Warded Soul talents. Choose the Spiritual Invocation feature and for spells, take Healing spirits, Wracking Spirits and Soul Siphon.
Ability Scores: Your primarily used attribute is Wisdom, which is the stat used in shaman spells. Constitution gives you more hit points and adds to your class Vitality score.
Backgrounds: Possible backgrounds include: Tribal shaman, spirit medium, echo of a fallen god, mountain whisperer, warden of the sacred pool, priest of divinity within.
Icons: How much does the spirit realm influence the temporal world? The core 13th Age book has suggestions for spirits acting on behalf of icons, and associations with the 13th Age community icons are given in each of the shaman class archetype talents below.
Spells ¶
Shamans’ spells channel the power of the spirits and draw down upon the fabric of the overworld and other realms. Shamanic spell casting often involves dancing, chanting and singing, although how your own shaman casts spells is up to you. As with other casters in 13th Age, you can change your spell selections at each full heal-up.
Gear ¶
How shamans present to the world is both a cultural and contextual consideration. A city born spirit medium to the nobility is going to look different to a tribal shaman who’s just rolled into town. To summarize commonalities: Light protection and light armaments, ritual components for common rites, and any other equipment appropriate to the character’s backgrounds.
Shamans start their first adventuring arc with an adventurer-tier healing potion, or gold piece equivalent. Whether this is significant, only time and the spirits will tell.
Shaman Armor ¶
Perhaps more than any other class, a shaman’s armor is an opportunity to exemplify ceremonial purpose over functional capability. Perhaps your character’s companions only realise it was the spirits that created the symbolic designs embossed into your armour when they also appear on the new set of leathers you put on.
| Armor Type | Base AC | Atk Penalty |
|---|---|---|
| None | 9 | — |
| Light | 10 | — |
| Heavy | 13 | –2 |
| Shield | +1 | -1 |
Shaman Weapons ¶
The weapons of a shaman will usually reflect the weapons traditionally associated with their people, or those of the spirits they associate with. Shamans aren’t generally expected to be front line combatants, but a small axe or sturdy staff can be carried for when circumstances require.
| One-Handed | Two-Handed | |
|---|---|---|
| Small | 1d4 dagger | 1d6 club |
| Light or Simple | 1d6 mace, shortsword | 1d8 staff |
| Heavy or Martial | 1d8 longsword, flail (-2 atk) | 1d10 (–2 atk) greatsword, polearm |
| Thrown | Crossbow | Bow | |
|---|---|---|---|
| Small | 1d4 dagger | 1d4 hand crossbow | — |
| Light or Simple | 1d6 javelin, axe | 1d6 light crossbow | 1d6 (-1atk) shortbow |
| Heavy or Martial | — | 1d8 (–3 atk) heavy crossbow | 1d8 (–2 atk) longbow |
Level Progression ¶
| Shaman Level | Total Hit Points | Recovery Dice | Total Feats | At-will Spells of Your Level | Spells of Your Level | Vigor | Level-up Ability Bonuses* | Damage Bonus From Ability Score |
|---|---|---|---|---|---|---|---|---|
| Level 1 | (6 + CON mod) x 3 | 1d6 + CON mod | 1 adventurer | 2 | 3 | 3 + CON mod | ability modifier | |
| Level 2 | (6 + CON mod) x 4 | (2d6 + CON mod | 2 adventurer | 2 | 3 | 4 + CON mod | ability modifier | |
| Level 3 | (6 + CON mod) x 5 | 3d6 + CON mod | 3 adventurer | 2 | 4 | 5 + CON mod | ability modifier | |
| Level 4 | (6 + CON mod) x 6 | 4d6 + CON mod | 4 adventurer | 2 | 4 | 6 + CON mod | +1 to 3 abilities | ability modifier |
| Level 5 | (6 + CON mod) x 8 | 5d6 + (CON Mod x 2) | 4 adventurer 1 champion | 2 | 5 | 8 + (CON Mod x 2) | 2 x ability modifier | |
| Level 6 | (6 + CON mod) x 10 | 6d6 + (CON Mod x 2) | 4 adventurer 2 champion | 2 | 5 | 10 + (CON Mod x 2) | 2 x ability modifier | |
| Level 7 | (6 + CON mod) x 12 | 7d6 + (CON Mod x 2) | 4 adventurer 3 champion | 2 | 6 | 12 + (CON Mod x 2) | +1 to 4 abilities | 2 x ability modifier |
| Level 8 | (6 + CON mod) x 16 | 8d6 + (CON Mod x 4) + 10 | 4 adventurer 3 champion 1 epic | 2 | 6 | 16 + (CON Mod x 4) | 4 x ability modifier | |
| Level 9 | (6 + CON mod) x 20 | 9d6 + (CON Mod x 4) + 20 | 4 adventurer 3 champion 2 epic | 2 | 7 | 20 + (CON Mod x 4) | 4 x ability modifier | |
| Level 10 | (6 + CON mod) x 24 | 10d6 + (CON Mod x 4) + 30 | 4 adventurer 3 champion 3 epic | 2 | 7 | 24 + (CON Mod x 4) | +1 to 5 abilities | 4 x ability modifier |
Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels. One (and only one) talent must be an aspect talent.
* Unlike the other columns, the Ability Score Bonuses column doesn’t show your total bonuses at that level. At 4th level, choose three ability scores and add +1 to them. At 7th level, choose four ability scores to gain +1, and at 10th level, choose five ability scores to gain another +1.
Stats ¶
| Key Ability Scores | Wisdom, Constitution |
|---|---|
| Initiative | Dex mod + Level |
| Armor Class (light armor) | 10 + middle mod of Con/Dex/Wis + Level |
| Physical Defense | 10 + middle mod of Str/Con/Dex + Level |
| Mental Defense | 12 + middle mod of Int/Wis/Cha + Level |
| Hit Points | (6 + Con mod) x Level modifier (see level progression chart) |
| Recoveries | 8 |
| Recovery Dice | (1d6 x Level) + Con mod |
| Backgrounds | 8 points, max 5 in any one background |
| Icon Relationships | 3 points |
| Talents | 3 |
| Feats | 1 per Level |
Shaman Basic Attacks ¶
The shaman basic melee attack and shaman basic ranged attack are the weapon attacks you might use when you’re not casting a spell. Like most attacks, they require a standard action.
No-trigger attacks: When your shaman gets an opportunity attack or is granted a bonus attack action, that’s usually called out as a no-trigger attack. No-trigger attacks are exactly like your basic attacks but they can’t trigger or make use of your own powers. There are a few shaman powers that grant you a no-trigger attack, but you’re most likely to have to use no-trigger attack rules when you’ve been confused, hindered or are otherwise unable to use your spells.
Shaman Basic Melee Attack ¶
Melee attack; At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: Weapon + Strength damage
5th–7th level: Weapon + (Str mod × 2)
8th level: Weapon + (Str mod × 4) + 5
9th level: Weapon + (Str mod × 4) + 10
10th level: Weapon + (Str mod × 4) +15
Miss: Damage equal to your level
Shaman Basic Ranged Attack ¶
Ranged attack; At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage
5th–7th level: Weapon + (Dex mod × 2)
8th level: Weapon + (Dex mod × 4) + 5
9th level: Weapon + (Dex mod × 4) + 10
10th level: Weapon + (Dex mod × 4) +15
Miss: —
Class Features ¶
Aspect ¶
The spirit realms are inhabited with all manner of spirits, some of them are incredibly powerful. Some believe that the gods themselves are actually the most powerful spirits that exist. When powerful spirits act, their power ripples through the fabric of the spirit realm, sending reflections of themselves through it.
Shamans' deep connection to the spirit realms allow them to draw on the power left in the wake of these powerful spirits, giving them the ability to briefly empower their own actions.
At character creation, you gain a connection to a powerful spirit aspect, and this allows you to use a set of upgraded actions. Every upgraded action of that set can each be used once per battle.
Adventurer Feat: You can use any one of the upgraded actions of your aspect talent twice in a single battle each arc.
Hit Point Threshold ¶
Many shaman powers have a stronger effect when cast against enemies whose current hit point total is at or below a certain number, the hit point “threshold”. The number is as below.
1st Target with 34 hp or fewer
2nd Target with 40 hp or fewer
3rd Target with 52 hp or fewer
4th Target with 68 hp or fewer
5th Target with 80 hp or fewer
6th Target with 104 hp or fewer
7th Target with 136 hp or fewer
8th Target with 208 hp or fewer
9th Target with 268 hp or fewer
10th Target with 272 hp or fewer
11th Target with 320 hp or fewer
For higher levels, double the number 3 levels lower.
Vigor ¶
Multiple shaman powers refer to your vigor. At each level this is calculated by adding the hit point multiplier in the level progression chart and adding it to your Con modifier (5th: Con x 2; 8th: Con x 4). The vigor value calculation is included in the level progression chart.
Adventurer feat: While enemies outnumber you and your allies (counting a mob of mooks as a single enemy), your vigor is calculated as 1 point higher (5th: 2 points; 8th: 4 points).
Adventurer feat: Whilst there is at least one triple (or greater) strength enemy in a battle, your vigor is calculated as 1 point higher (5th: 2 points; 8th: 4 points).
Champion Feat (replaces Adv): You gain the benefit of both Adventurer feats.
Realm Channeling ¶
You channel the fabric of other worldly realms through your staff, wand or other implement, and can use this to power your magic.
Ritual Magic ¶
Shamans can cast their spells as rituals (see HH page 198). Getting the local spirits involved is a common part of shaman rituals. Some say it’s because the local spirits would get curious anyway, and getting them involved is better than risking them being disruptive.
Spirit Ally ¶
As a Shaman you have a close relationship with an allied spirit of another realm. In storytelling terms, you may have more close spirit relationships from your icon relationships, but it is the primary spirit ally which enables your Invocation power.
Invocation
Choose either Spiritual Invocation or Realmic Invocation.
Epic Feat: Your base invocation usage is now twice per battle.
Zenith Feat: Invocation can now be used at-will when the Escalation die is even.
Spiritual Invocation ¶
Once per battle make the following close-quarters attack as a move action:
Target: One nearby enemy
Attack: Wisdom + Level vs. MD
Hit: The next attack an ally makes against the target’s AC that hits, deals additional psychic damage equal to your Vigor.
Miss: Psychic damage equal to your level.
Special: If you wait until the escalation die is 2+ to use Spiritual Invocation, your ally’s attacks can be vs PD or MD.
Adventurer Feat: You don't take miss damage from attacks that target your MD.
Champion Feat: Once per arc when making an attack roll, you can target MD instead of AC or PD.
Realmic Invocation ¶
Once per battle make the following close-quarters attack as a move action:
Special: Roll a d10 to determine the damage type: 1-2 Acid, 3-4 Poison, 5-6 Fire, 7-8 Lightning, 9-10 Cold.
Target: One random nearby enemy
Attack: Wisdom + Level vs. PD
Hit: Damage of the determined type equal to your Vigor.
Miss: Damage of the determined type equal to your level.
For each point on the escalation die you can (choose up to 3):
Roll 2d20 for the attack roll and choose which result to use
Pick the target
Pick the damage type.
Adventurer Feat: For the duration of one battle each arc, before initiative is rolled, you can make your PD and MD be equal to the highest of either value.
Champion Feat: On a hit the target is also vulnerable to the next attack matching the damage type.
Spirit Dance ¶
For many shamans, dances and chanting are regular parts of their practices. Some Shaman spells include a Spirit Dance option that lets you use your move action (and possibly a quick action) for a slight additional effect when casting the spell.
Feats ¶
Foretelling ¶
Adventurer Feat: You can use Wisdom in place of Dexterity for determining your initiative modifier. Once per arc at the end of a quick rest, you can swap one of your unexpended spells for another spell of the same usage frequency.
Spirit Walker ¶
Champion Feat: You can use Wisdom in place of Dexterity for determining your Physical Defense value. You gain resist damage 16+ to one of the following damage types (choose one): Acid, cold, fire, lightning, poison, psychic or thunder.
One More Spell
Zenith Feat: You gain an additional shaman spell of your level.
Archetypes ¶
Select 1 Archetype talent.
Each archetype grants an Aspect. Each Aspect is a talent and you must select one (and only one) Archetype as one of your selection of 3 talents at character creation.
Only the aspects that are by default associated with heroic icons are listed here.
Ancestral Chieftain Spirit ¶
The Ancestral Chieftain is a manifestation of social order, hierarchy and law. They represent the aspirations and leaders of their people, among the significant events and highs and lows of history.
Aspect of the Leader ¶
Associated 13th Age Community Icon: The Ivory Throne.
Chieftain Aspect upgraded actions (each available once per battle):
- Lawgiver (Standard Action). Cast an at-will spell you know. If the first attack roll is a hit, the target is vulnerable to the next attack made against it. If that spell is Soul Rend, the target is instead vulnerable to the next 2 attacks made against it.
- To Me! (Move Action). Each nearby ally can use their Interrupt Action to move or disengage. If they do, they must end their movement as close to you as possible.
- Voice of Law (Quick Action). Make an attack Wisdom + level vs MD against a nearby mook. On a hit, that mook is Confused for the remainder of the battle.
- Long Live the Chief (Interrupt Action). When you take damage, you can take half the damage and a nearby willing ally takes the other half.
Adventurer Feat: Your Lawgiver attack roll gains a +1 bonus.
Champion Feat: When you use To Me, any allies who move gain a bonus to their AC equal to your Wisdom modifier until the start of their next turn.
Epic Feat: One per battle when you use an Aspect of the Chieftain upgraded action, all your defenses increase by 3 until the end of your next turn.
Elemental Spirit ¶
The Elemental Spirit is a symbol of raw and awesome elemental power wielded by a mind unbound by the limitations of the temporal realm.
Associated 13th Age Community Icon: The Mageflame. Aspect of the Elements ¶
Elemental Aspect upgraded actions (each available once per battle):
-
Elemental Lash (Standard Action). Cast Realm Burst, even if you don’t currently know it. Natural odd hits function as natural even hits for this casting.
-
Elemental Motes (Move Action). As a move action you can create a small amount (about a handful) of stone, smouldering embers or water and place them anywhere on the battlefield. When an action or feature allows you to move, you can teleport to its location with your move (destroying it in the process). Your elemental motes have 1 hp, and defenses equal to your own. They aren’t dangerous by themselves (even the smouldering embers won’t ignite materials unless the GM or battle set-up specifies actions or effects from small sources of stone, water or heat, but enemies might choose to preemptively destroy them.
-
Imposition (Quick Action). Choose a nearby target and apply one of the elemental effects listed:
Air: The target must pass a save or be unable to move with their next move action.
Earth: The target loses initiative equal to your Wisdom modifier.Fire: The target must immediately pass a save or be vulnerable to the next attack against it.
Water: You and your allies pop free from the target.
-
Elemental Riposte (Interrupt Action). When an enemy rolls a natural odd hit against you, you can deal cold, fire, lighting, poison or thunder damage to that enemy equal to your vigor (choose the damage type when using) .
Adventurer Feat: When you use Elemental Motes, you can place 2 motes (of any type) instead of 1.
Champion Feat: Add another target to your Elemental Lash.
Epic Feat: When you use Imposition, the enemy you use it on takes cold, fire, lighting, poison or thunder damage equal to your level x 2.
Eternal Warrior Spirit ¶
The Eternal Warrior’s foes break themselves against them. As stern and deadly to face as the spears of a shield wall of warriors, and as protective and selfless as the most dedicated of guardians.
Associated 13th Age Community Icon: The Lord of the Forge Aspect of the Eternal Warrior ¶
Eternal Warrior upgraded actions (each available once per battle):
- Blade of Vengeance (Standard Action). Cast an at-will spell you know, targeting an enemy you are engaged with. This casting will not trigger opportunity attacks. If the first attack roll is a hit, deal additional damage equal to your level x 2 to that target. If you are staggered, the additional damage is equal to your Vigor instead.
- Grit (Move Action). Spend a recovery to gain temporary hit points equal to your maximum recovery value. NOTE: The Strong Recovery feat only applies to rolled recoveries, which this isn’t.
- Spirit Armor (Quick Action). Gain a bonus to all your defenses equal to the escalation die. This bonus reduces by 2 at the start of each of your subsequent turns until it is gone.
- Hearth Shield (Interrupt Action). When an enemy attacks one of your nearby allies, make either yourself or a nearby willing ally the target of the attack instead.
Adventurer Feat: When you use Grit also heal hit points equal to your Wisdom modifier (5th: Wis x 2; 8th: Wis x 4).
Champion Feat: Once per turn when you use an Aspect of the Eternal Warrior upgraded action, you heal hit points equal to your Wisdom modifier (8th: Wisdom x 2).
Epic Feat: Add the escalation die or your number of Skulls, whichever is higher to your crit range with Blade of Vengeance.
Fey Spirit ¶
The Fey Spirit is a manifestation of the strange energies and creatures of the fey realm. Flighty and feisty, their powers frustrate and confound enemies.
Associated 13th Age Community Icon: The Elven Court. Aspect of the Fey ¶
Fey Aspect upgraded actions (each available once per battle):
- Silver Arrow (Standard Action when the escalation die is 2+). Cast an at-will spell you know. If the first attack is a natural even hit, cast Sharp Pull as a free action whether you currently know the spell or not.
- Fey Step (Move Action when the Escalation Die is odd). Teleport to a nearby location.
- Graceful Dance (Quick Action). Once in this battle, you can move or make a no-trigger attack using a quick action. If you choose to attack, the attack deals half damage.
- Otherworldly Charm (Interrupt Action). When an enemy hits (but doesn’t crit) your AC or MD, reduce their natural attack roll by your Wisdom modifier, possibly causing it to miss.
Adventurer Feat: When you use Silver Arrow and Graceful Dance, your crit range expands by the Escalation Die for attacks from those powers.
Champion Feat: You can use Fey Step when the Escalation Die is even as well, and you can use Fey Step 2 additional times each arc.
Epic Feat: You can use Silver Arrow an additional 2 times per arc.
First Shaman Spirit ¶
The First Shaman was the first of the kin to contact the spirits (or be born of them). And the bringer of knowledge to kin, teaching the kin the knowledge of the beasts and plants throughout the lands and in the passing seasons. The power of the First Shaman connects them to all realms, and even the spirit energy of their allies.
Associated 13th Age Community Icon: The Godspeaker. Aspect of the First Shaman ¶
First Shaman upgraded actions (each available once per battle):
- Unbreakable Spirit (Standard Action). Cast an at-will spell you know. You or a nearby ally can also Rally as a free action.
- Transcendent Flight (Move Action). Fly somewhere nearby, landing at the end of your movement. During this movement you are immune to any damage and danger.
- Spirit Surge (Quick Action). One nearby ally of your choice gains a bonus to their next attack roll equal to your Wisdom modifier in place of the Escalation Die.
- Syncretize (Interrupt Action). When an enemy deals damage to you, you can spend a recovery to have a different nearby enemy take half the damage for you.
Adventurer Feat: Characters you heal via Unbreakable Spirit add the Escalation Die to their recovery roll (5th: ED x 2); 8th: ED x4).
Champion Feat: Surging Spirit grants a bonus to the target’s next saving throw equal to your Wisdom modifier.
Epic Feat: When you Spirit Surge an ally, you gain the benefits of Spirit Surge until your turn ends.
Martyred Spirit The Martyred Spirit represents ultimate sacrifice and hope resurgent. Many peoples have a history of having narrowly avoided annihilation and of the sacrifices and heroics which allowed them to escape what otherwise appeared to be inevitable doom. ¶
Associated 13th Age Community Icon: The Gatekeeper. Aspect of the Martyr ¶
Martyr upgraded actions (each available once per battle):
- Fight From Hell (Standard Action). Cast as at-will spell you know. If the first attack roll is a natural even hit, deal additional damage equal to your Vigor to that target.
- Take Wing (Move Action). Fly to a nearby location and then land, adding your Constitution modifier to the next at-will attack roll you make until the end of your turn.
- Martyrdom (Quick Action). Reduce your hit points by your Vigor. Up to 2 near or far allies heal as many hit points as you lost.
- Dream of Paradise (Interrupt Action). When an ally fails a save or skill check, allow them to reroll. They must keep the new roll.
Adventurer Feat: Once per arc your Fight From Hell attack can deal additional damage equal to your Vigor on a miss or odd hit.
Champion Feat: Martyrdom now heals 3 allies.
Epic Feat: Your Fight From Hell attack crits on any natural even hit.
Witch’s Spirit ¶
The Witch represents the old world, when the first peoples were fully beholden to the elements and seasons, when those that could guide through ravine and forest were respected and revered.
Associated 13th Age Community Icon: The Wildwalker. Aspect of the Witch ¶
Witch upgraded actions (each available once per battle):
- Entangle (Standard Action). Cast an at-will spell you know. If the first attack roll is a hit, choose one standard strength target or mob of mooks in the battle to become stuck until the end of its next turn.
- Sprout Tree (Quick Action). Create a tree in an empty nearby location, which lasts until the end of the battle. When you first create the tree, your allies nearby the tree gain +1 to all of their defenses. The tree has hit points equal to your Vigor, and defenses equal to your own.
- Woods That Walk (Move Action). As a move action, you can teleport into the branches of your Sprouted Tree and cause it to walk somewhere else nearby. Its movement does not provoke opportunity attacks.
- Life for a Life (Interrupt Action). When you or an ally nearby your Sprouted Tree heals using a recovery, you can cause the tree to wither and disappear in order for them to gain additional hit points equal to your vigor).
Adventurer Feat: Enemies meeting the hit point threshold hit by your Entangle are instead Stuck (save ends).
Champion Feat: Allies nearby your Sprouted Tree gain +2 to all their defenses instead of +1.
Epic Feat: Once per arc when you use Entangle, cast Mystic Channeling as a free action whether you currently know the spell or not.
Class Talents ¶
Select 2 class talents in addition to your Archetype.
Ancestral Knowledge ¶
You gain 3 bonus adventurer tier feats, which must be used on shaman spells.
5th: Replace one of your adventurer-tier feats with a bonus champion-tier feat.
8th: replace one of your adventurer-tier feats with a bonus epic-tier feat.
Adventurer Feat: You gain a +2 background related to your ancestors, or add 2 points to one of your backgrounds related to your ancestors.
Champion Feat: Twice per arc you can cast either Guardian Spirits or Healing spirits. Choose which when casting. This doesn’t count against your usual spell memorization limits.
Battle Shaman ¶
Increase your Shaman melee weapon die by one size and you can use Wisdom in place of Strength for melee weapon attacks.
You can use a shield without penalty.
You can use melee weapons as implements to cast spells.
Adventurer Feat: You gain an additional recovery.
Champion Feat: Once per battle as a free action when an engaged enemy hits you, reduce the damage from the attack by your vigor. If the attack would result in an ongoing effect, you can immediately roll a hard save (16+) to avoid the effect.
Epic Feat: Against enemies engaged with you, your crit range with Shaman spells increases by one. Once per arc you can add a bonus equal to the number of Recoveries you are missing to one of your saves, after seeing the initial result.
Bound Spirit ¶
You have a bound spirit - a spirit companion which inhabits a small, non threatening object. It has its own personality, but is completely subservient to you and can never be separated from you. Your bound spirit is mostly useless in combat, but it does grant you two important benefits:
- Spirit Strike: Once per battle you can close your eyes and let your bound spirit aim an attack for you. Mechanically, this lets you ignore any penalties you would suffer to your attack. If you use Spirit Strike with a spell attack, you can choose for the effect to originate from your bound spirit.
- Meditative Companion: At the start of each arc, roll a normal save (11+). On a success, your bound spirit has gained a random bonus Shaman spell of your level that you didn’t already prepare. You can cast the spell, but if it involves an attack you must use your once per battle Spirit Strike with it. When you reach 7th level, the save becomes easy (6+).
Your bound spirit also has two perks: choose them wisely.
- It can speak fluently (otherwise it communicates telepathically only with you).
- It can magically empower the object it's bound to to fly around, manipulate objects, and access hard to reach locations.
- Once per battle as a free action it can deal psychic damage equal to your level plus the escalation die to an enemy engaged with you (5th level: ED x 2; 8th level : ED x 4).
- Once per arc it can grant you a bonus equal to your Wisdom modifier to any skill check. You can do this after seeing the skill check result.
- Once per arc it can let you reroll a failed save (not the Meditative Companion save).
- Once per arc it can scout the area. Roll a d20: on an 11+ you gain useful information about the area. On a 16+ you and your allies also gain +2 to your next initiative rolls. On a natural 20 you’re guaranteed an ambush for the next battle.
Adventurer Feat: Your bound spirit gains another perk.
Champion Feat: You can add your Wisdom modifier as a bonus to the Meditative Companion save.
Epic Feat: Once per battle you can have your bound spirit take a single standard action that you could have taken. But they can’t use it to attack or cast a spell.
Realm Stepper ¶
After you cast a spell that doesn’t target any enemies, you become Invisible until the end of the battle (or about 5 minutes). Your Realm Stepper invisibility ends immediately if you make an attack or if an enemy's attack hits you.
Adventurer Feat: When an enemy crits against you, you become invisible until the end of your next turn.
Champion Feat: When you make an attack while invisible, roll twice and keep the better result.
Epic Feat: When an enemy’s attack hits you, it only ends your Realm Stepper invisibility if their natural attack roll was even.
Resurgent Soul ¶
When you cast a spell on your turn that doesn’t target enemies, you can heal using a recovery as a quick action.
Warding Spirits is a 1st level spell for you, you always have prepared, and it doesn’t count towards your normal spell limit.
Adventurer Feat: Once per arc you gain an additional casting of Guardian Spirit after casting Warding Spirits.
Champion Feat: Your max recoveries increase by 2.
Epic Feat: The first time you heal each battle, add your Vigor to the hit points healed.
Seer ¶
When you cast a damage dealing shaman spell that targets MD, and the first attack roll is a natural 13+, add an additional target to the spell for half damage only, with no other effect and no miss damage.
Adventurer Feat: Deal normal miss damage (but no other effect) to missed targets added via Seer.
Champion Feat: Once per battle you can reroll an at-will attack roll. Keep the result you prefer.
Epic Feat: If the spell is at-will, targets added via Seer are added as normal targets.
Zenith Feat (replaces epic): All targets added via Seer are normal targets.
Soul Mirror ¶
Once per battle as an interrupt action when an attack hits (but doesn’t crit) you, make an attack against your attacker (Wisdom + level vs MD). If you hit, the triggering attack misses, and the attacker takes half damage (but no other effect) from their attack.
Adventurer Feat: Once per battle when an enemy misses you with an attack, deal your miss damage to that enemy.
Champion Feat: If your soul mirror attack hits, you gain a bonus to your next attack roll against the target equal to your number of Skulls. You can also use soul mirror when an attack hits one of your nearby allies
Epic Feat: You can use Soul Mirror twice per battle
Soul Taker ¶
Your attacks with spells have their crit range expanded by 1. Each time you crit with a spell, you heal hit points equal to your level.
Adventurer Feat: Your crit range with single target (or where one target is rolled) at-will spells increases by one.
Champion Feat: Your crit range expands by 1 against enemies who are Dazed, Weakened, Prone, Stuck, or have ongoing damage. You now heal hit points equal to your level x 2 when you crit with a spell.
Epic Feat: Your crit range expands by 1 against enemies who are staggered.
Spirit Bow ¶
You can use ranged weapons without penalty and can use them as an implement when casting spells. You can use Wisdom instead of Dexterity for ranged weapon attacks.
Your crit range with the Sharp Pull spell expands by 1.
Adventurer Feat: On a natural even hit, your at-will spells deal additional damage equal to your level when cast against a single target.
Champion Feat: Your at-will spells deal additional damage equal to your level x 2 on a miss when cast against a single target.
Epic Feat: All your Shaman spells that target nearby enemies can also target enemies who are far away.
Stave Warden ¶
You are well practiced in protecting yourself both physically and magically with your staff.
Increase your shaman melee weapon die with staves one step. You gain a +1 bonus to AC when wielding a staff.
Adventurer Feat: Once per arc when you cast an at-will spell on your turn, you can follow it up with a no-trigger melee attack against a different target as a quick action on the same turn.
Champion Feat: Your AC increases by 1.
Epic Feat (Replaces Adv): Once per battle when you cast an at-will spell on your turn, you can follow it up with a no-trigger melee attack against a different target as a quick action on the same turn.
Warded Soul ¶
Whether the source is spiritual or realm related, your powers create a solid wall of energy between you and danger. The defence values of the shaman class increase by 1 each for you.
Adventurer Feat: Once per battle take no miss damage (or effect) when an enemy misses you.
Champion Feat: Once per battle you can heal using a recovery as a free action after being critically hit.
Epic Feat: Your Shaman class defenses increase by 1 each (again).
Shaman Spells ¶
1st Level Spells ¶
At-will spells are listed first.
Mystic Channeling ¶
The local spirits of your world, and the nearby temporal realm itself conspire against your enemies.
Close-quarters spell; At-Will
Special: You can cast this spell as a spirit casting or a realm casting
*When cast as a spirit casting*
Target: One nearby enemy
Attack: Wisdom + Level vs. MD
Hit: 7 (2d6) psychic damage.
Natural even hit: If the target meets the hit point threshold after taking the damage, you are invisible to the target until the end of your next turn.
Miss: Damage equal to your level.
2nd 9 (2d8) damage.
3rd 11 (2d10) damage.
4th 13 (2d12) damage.
5th 17 (3d10) damage.
6th 22 (4d10) damage.
7th 26 (4d12) damage.
8th 35 damage.
9th 45 damage.
10th 55 damage.
*When cast as a realm casting*
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 9 (2d6) damage.
Natural even hit: If the target meets the hit point threshold after taking the damage, the target is stuck until the end of its next turn.
Miss: Damage equal to your level.
2nd 11 (2d10) damage.
3rd 14 (4d6) damage.
4th 18 (4d8) damage.
5th 22 (4d10) damage.
6th 28 (8d6) damage.
7th 36 (8d8) damage.
8th 45 damage.
9th 55 damage.
10th 70 damage.
Adventurer Feat: Once per arc you can ignore the hit point threshold when casting mystic channeling.
Champion Feat: Once per arc you can cast both versions of mystic channeling at the same time, this can be on the same target.
Realm Burst ¶
Spontaneously tapping into the power of other realms can get messy.
Ranged spell; At-Will
Special: When you cast realm burst, roll a d10 to determine the damage type.
1-4: No damage type
5: Acid damage
6: Cold damage
7: Fire damage
8: Lightning damage
9: Poison damage
10: Thunder damage
Target: 1 nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 9 (2d10) damage of the type determined
Natural even hit: Target another enemy with this spell. You can target up to 3 enemies.
Natural odd hit: Also deal 2 damage to yourself and up to 2 nearby enemies in a group.
First miss: You can target another enemy with this spell.
2nd 11 (2d10) damage; 2 damage on an odd roll
3rd 14 (4d6) damage; 3 damage on an odd roll
4th 18 (4d8) damage; 4 damage on an odd roll
5th 23 (5d8) damage; 5 damage on an odd roll
6th 28 (8d6) damage; 6 damage on an odd roll
7th 33 (6d10) damage; 8 damage on an odd roll
8th 45 damage; 10 damage on an odd roll
9th 60 damage; 12 damage on an odd roll
10th 75 damage; 16 damage on an odd roll
Adventurer Feat: If you roll untyped damage, there is no damage to you or an ally on a natural odd roll.
Champion Feat: Now a close-quarters spell and you can make the damage ongoing on a natural even hit.
Sharp Pull ¶
You pull in something sharp from another realm and launch it at an enemy.
Close-quarters spell; At-Will
Target: One nearby or far away enemy
Attack: Wisdom + Level vs. PD
Hit: 5 (1d8) damage and the same amount of ongoing damage.
Miss: Damage equal to your level.
2nd 6 (1d10) damage.
3rd 8 (3d4) damage.
4th 10 (4d4) damage.
5th 13 (2d12) damage.
6th 17 (3d10) damage.
7th 20 (3d12) damage.
8th 25 damage.
9th 30 damage.
10th 40 damage.
Adventurer Feat: When your sharp pull attack roll is a natural even hit, if the target is staggered after taking the damage, also deal the ongoing damage to a different nearby enemy.
Champion Feat: The ongoing damage is now hard save (16+) ends.
Soul Bite ¶
You extend out from your psyche to bite off a small piece of your enemy’s soul and claim it as your own.
Ranged spell; At-Will
Special: The first time each battle that your natural attack roll with soul bite is equal to or lower than the number of skulls you have, the attack counts as a hit. Some of the spell’s effect depend on the escalation die.
Attack: Wisdom + Level vs. MD
Target: One nearby or far away enemy
Hit: The target takes 7 (2d6) psychic damage, and you heal hit points equal to your level.
Special: Once per battle on a hit, you learn one piece of information about a target’s history, chosen by the GM.
Escalation 0–1 Miss: —
Escalation 2+ Miss: Psychic damage equal to your level. Natural even hit: If staggered after the damage, the target is dazed until the end of its next turn.
2nd 9 (2d8) damage.
3rd 11 (3d6) damage.
4th 14 (3d8) damage.
5th 17 (3d10) damage.
6th 22 (4d10) damage.
7th 27 (6d8) damage.
8th 35 damage.
9th 45 damage.
10th 55 damage.
Adventurer Feat: Soul bite now depends on the highest number of skulls any one of you and your allies have, rather than just your own.
Champion Feat: Once per battle when the escalation die is 3+, you can choose to lose hit points equal to your level to cast soul bite as a quick action on a target you have already hit with soul bite. This casting will not heal you. Perhaps their soul didn’t taste very nice.
Soul Rend ¶
Terrible claws from the spirit realm tear into your opponent. Most can’t see them. Seeing them doesn’t help.
Close-quarters spell; At-Will
Target: One nearby or far away enemy
Attack: Wisdom + Level vs. MD
Hit: 7 (2d6) psychic damage and the target is vulnerable to the next attack made against it.
Natural even miss: The target is vulnerable to the next attack made against it.
2nd 9 (2d8) damage.
3rd 11 (2d10) damage.
4th 13 (2d12) damage.
5th 17 (3d10) damage.
6th 22 (4d10) damage.
7th 26 (4d12) damage.
8th 35 damage.
9th 45 damage.
10th 55 damage.
Adventurer Feat: When your soul rend attack roll is a natural even hit, if the target meets the hit point threshold after taking the damage, it is also hindered until the end of your next turn.
Champion Feat: The target is vulnerable to the next attack against it on any miss. You can also use the power of your own soul to rend enemies. You can choose to target 2 enemies with Soul Rend, in which case the attack is made vs. PD and the damage is untyped.
.
Cursed Spirit ¶
Stop hitting yourself.
Ranged spell; 1/Arc
Target: One nearby enemy
Attack: Wisdom + Level vs PD
Spirit Dance: If you have already hit the target with an attack targeting MD this battle, you can use a Move Action to target MD instead.
Special: Against targets above the hit point threshold, roll twice and take the worse result.
Hit: 13 (2d12) ongoing damage and the target is Hindered (can only make basic attacks) while the ongoing damage lasts.
Miss: You regain this spell during your next quick rest.
2nd 17 (3d10) ongoing damage.
3rd 22 (4d10) ongoing damage.
4th 26 (4d12) ongoing damage.
5th 33 (6d10) ongoing damage.
6th 44 (8d10) ongoing damage.
7th 52 (8d12) ongoing damage.
8th 65 ongoing damage.
9th 90 ongoing damage.
10th 105 ongoing damage.
Adventurer Feat: On a natural even hit the target takes immediate damage equal to the ongoing damage.
Champion Feat: The hit point threshold is doubled for this spell.
Elemental Blast ¶
You channel the raw power of the elemental realms.
Ranged spell; 1/battle
Special: You can cast this spell targeting one or multiple enemies.
Cast targeting one enemy
Targets: 1 nearby or far away enemy
Attack: Wisdom + Level vs. PD
Hit: 15 (6d4) cold, fire, lightning, poison or thunder damage (choose damage type when casting).
Spirit Dance: If you also spend a move action when casting this spell, if you hit with this spell, deal damage of the chosen type equal to your level x 2 to a different nearby enemy.
Natural even hit: The target is vulnerable to the next attack against it.
Miss: Damage of the chosen type equal to your level x 2.
2nd 20 (3d12) damage.
3rd 25 (7d6) damage.
4th 32 (9d6) damage.
5th 39 (6d12) damage.
6th 50 (9d10) damage.
7th 59 (9d12) damage.
8th 80 damage.
9th 100 damage.
10th 120 damage.
*Cast targeting multiple enemies*
Targets: 1d3+1 nearby enemies in a group
Attack: Wisdom + Level vs. PD
Hit: 11 (2d10) cold, fire, lightning, poison or thunder damage (choose damage type when casting).
Spirit Dance: If you also spend a move action when casting this spell, each time you hit with this spell, deal damage of the chosen type equal to your level to a different nearby enemy that was not a target of the spell.
Miss: Damage of the chosen type equal to your level.
2nd 14 (4d6) damage.
3rd 18 (4d8) damage.
4th 22 (4d10) damage.
5th 28 (8d6) damage.
6th 36 (8d8) damage.
7th 45 (10d8) damage.
8th 55 damage.
9th 70 damage.
10th 90 damage.
Adventurer Feat: This is now a close-quarters spell.
Champion Feat: Your crit range with this spell increases by 1 (usually 19-20) against multiple targets, and by 3 (usually 17-20) when cast against a single target.
Epic Feat (Replaces Adv): This is a close-quarters spell and you can target an additional engaged enemy when casting the multiple target version. On a hit when cast on a single engaged target, also deal ongoing damage of the same type equal to half the damage dealt.
Elemental Blessing ¶
Close-quarters spell; 1/Arc; Quick action to cast
Targets: One nearby ally you choose and one other random nearby ally.
Effect: Choose a damage type: Cold, fire, lightning, poison or thunder. Until the end of the battle, once per round on their turn, an attack that the target makes against an enemy that hits causes an additional 4 points of damage of the chosen type.
Special: Once the target is staggered, they can choose to end the effect as a free action on their turn to gain one of the following bonuses:
- Air: Gain an additional move action on their current or next turn.
- Earth: Gain either a +1 bonus to AC OR a +2 bonus to PD until the end of the battle.
- Fire: Cause fire damage to all enemies they’re engaged with equal to the damage bonus they had from the effect.
- Water: Immediately make a saving throw against a save ends effect OR gain temporary hit points equal to your vigor.
2nd Damage bonus is now 5.
3rd You can now be the chosen target; Damage bonus is now 6.
4th Damage bonus is now 8.
5th Damage bonus is now 10.
6th Damage bonus is now 13.
7th Damage bonus is now 15.
8th Spell now targets 2 random allies instead of one.
9th Damage bonus is now 20.
10th Damage bonus is now 25.
Adventurer Feat: The target doesn’t have to be staggered to end the effect, and can do so as an interrupt action when they’re attacked.
Champion Feat: When ending the effect, the target heals a number of hit points equal to the effect damage bonus.
Epic Feat: Elemental Blessing can now be cast 2 battles per arc.
Guardian Spirits ¶
Ancestor spirit warriors guard you.
Close-quarters spell; 1/battle; Interrupt action to cast
Target: You
Trigger: An enemy hits you with an attack.
Effect: Choose Spear or Shield.
- Spear: The enemy takes damage equal to your Vigor.
- Shield: The enemy rerolls the attack against your MD instead.
Adventurer Feat: You can use guardian spirits when a nearby ally is hit.
Champion Feat: If you choose Spear the damage is also halved and if you choose Shield you also inflict ongoing damage equal to your level x 2.
Healing Spirits ¶
Spirits of healing flit through the battlefield.
Close-quarters spell; 1/battle; Quick action to cast
Target: Those of you and your nearby allies with hit points below maximum.
Effect: You roll a recovery but don't heal yourself. One random target heals half the total rolled, and then the target with the lowest hit point total heals the rest (this could be the same target). Then one target of your choosing heals hit points equal to your vigor.
Adventurer Feat: A nearby willing ally can spend and roll the recovery instead of you.
Champion Feat: An additional allied target of your choosing can heal hit points equal to your vigor.
Iron Curse ¶
Ranged spell; 1/Arc
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 13 (2d12) damage and 5 ongoing damage.
Spirit Dance: If you also spend a Move Action when casting this spell and the target is in heavy armor, wearing metal armor, using metal weapons, or made of metal, the ongoing damage is doubled and the target is also dazed (save ends both).
Miss: Half damage, no ongoing.
2nd 18 (4d8) damage and 6 ongoing**.**
3rd 22 (4d10) damage and 8 ongoing.
4th 26 (4d12) damage and 10 ongoing.
5th 36 (8d8) damage and 12 ongoing.
6th 45 (10d8) damage and 15 ongoing
7th 54 (12d8) damage and 20 ongoing.
8th 70 damage and 25 ongoing.
9th 90 damage and 30 ongoing.
10th 105 damage and 40 ongoing.
Adventurer Feat: If the target is in heavy armor, wearing metal armor, using metal weapons, or made of metal, they also suffer the ongoing (or doubled ongoing) damage on a miss.
Realm Storm ¶
You create a storm of realm energy.
Ranged Spell; 1/Arc
Target: 1d3+1 nearby enemies in a group
Attack: Wisdom + Level vs PD
Hit: 14 (4d6) damage.
Miss: Half damage
Spirit Dance: If you also spend a move action when casting this spell, choose a nearby ally. That ally gains an additional move action on their next turn (champion caster: your ally’s move action won’t provoke opportunity attacks; epic caster: Your ally can fly with the move action).
2nd 18 (4d8) damage.
3rd 22 (4d10) damage.
4th 28 (8d6) damage..
5th 36 (8d8) damage.
6th 45 (10d8) damage.
7th 55 (10d10) damage.
8th 70 damage.
9th 90 damage.
10th 115 damage.
Adventurer Feat: You can cast Realm Storm as a close-quarters spell if you are only engaged with a single enemy and also target that enemy. If you hit that enemy, it takes additional damage equal to our Vigor.
Champion Feat: This spell targets 1d6+1 enemies in a group.
Epic Feat: This spell’s crit range expands by 3 (normally 17-20).
Soul Chain ¶
Ranged Spell; Arc/Desperate
Target: one nearby enemy
Attack: Wisdom + Level vs MD
Hit: 11 (2d10) damage, or double that if you are staggered. Until the end of the battle, each time you take damage, the target takes half that much damage.
Miss: Damage equal to your level x 2.
2nd 14 (4d6) damage.
3rd 18 (4d8) damage.
4th 22 (4d10) damage.
5th 28 (8d6) damage.
6th 36 (8d8) damage
7th 46 (7d12) damage.
8th 60 damage.
9th 75 damage.
10th 95 damage.
Adventurer Feat: This spell is not expended if you miss, but you can’t cast it again in the same battle.
Champion Feat: If your hit points when you invoke this power are equal to or less than your vigor, your target also takes the base damage (not doubled) as ongoing damage on a hit.
Epic Feat: This power affects 1d4 nearby enemies.
Soul Siphon ¶
You siphon your enemies spiritual energy and use them to protect yourself.
Ranged Spell; Arc/Desperate
Target: One nearby enemy
Attack: Wisdom + Level vs MD
Hit: 10 (4d4) damage and you gain the same amount of temporary hit points.
Miss: Damage (and temporary hit points) equal to your level.
Spirit Dance: If you also use a Move Action when casting this spell, when you run out of temporary hit points after casting this spell, all enemies engaged with you take damage equal to your level x 3.
2nd 13 (2d12) damage and temp HP.
3rd 17 (3d10) damage and temp HP.
4th 20 (3d12) damage and temp HP.
5th 26 (4d12) damage and temp HP.
6th 33 (6d10) damage and temp HP.
7th 39 (6d12) damage and temp HP.
8th 55 damage and temp HP.
9th 65 damage and temp HP.
10th 80 damage and temp HP.
Adventurer Feat: Instead of gaining temporary hit points, you can gain half that amount as healing.
Champion Feat (replaces Adv): Instead of gaining temporary hit points, you can gain the same amount as healing.
Spirit Blade ¶
A blade of realm-separating energy forms and cuts you free from an enemy.
Close-quarters spell; 1/battle
Target: One enemy engaged with you
Attack: Wisdom + Level vs PD
Special: If the target’s AC is greater than yours, roll the attack twice and keep the better result.
Hit: 11 (2d10) damage and the target pops free from you.
Miss: Half damage.
2nd 14 (4d6) damage.
3rd 18 (4d8) damage.
4th 22 (4d10) damage.
5th 28 (7d6) damage.
6th 36 (8d8) damage.
7th 45 (10d8) damage.
8th 55 damage.
9th 70 damage.
10th 90 damage.
Adventurer Feat: Once per arc this spell can target all enemies engaged with you. When cast that way it deals half damage on a hit and no damage on a miss.
Champion Feat: You can cast this spell as a Quick Action, but when you do it only deals half damage on a hit and no damage on a miss.
3rd Level Spells ¶
Elemental Cloud ¶
You infuse the air with energies from the elemental realms.
Ranged spell; 1/Arc
Targets: Up to 4 nearby enemies.
Attack: Wisdom + Level vs. PD
Hit: 9 (2d8) Cold, fire, lightning, poison or thunder damage (choose damage type when casting) and the same amount of ongoing damage of the same type.
Spirit Dance: If you use a move action when casting this spell, also deal 5 damage of the chosen type to the nearby enemy with the lowest hit points (champion caster: 10 damage; epic caster: 20 damage).
Miss: Damage of the chosen type equal to your level.
Special: If any of your allies are in between the target enemies on the battlefield, each miss will also cause damage equal to your level to one of those allies. Each ally can only take this damage once. GM’s call as to which allies this may apply to.
4th 11 (2d10) damage and ongoing.
5th 14 (4d6) damage and ongoing.
6th 18 (4d8) damage and ongoing.
7th 21 (6d6) damage and ongoing.
8th 25 damage and ongoing.
9th 30 damage and ongoing.
10th 40 damage and ongoing.
Adventurer Feat: Choose 2 of the damage types when you cast this spell, you can apply either to each target. Also choose an enemy to ‘centre’ the cloud’s power on, against that enemy roll your attack twice and pick either result.
Champion Feat (Requires Adv): The miss effect on allies no longer applies and you can now give yourself and a number of allies up to your Wisdom modifier resistance 14+ to one of the chosen damage types until the end of the battle (Epic caster: Resistance 16+).
Elemental Stream ¶
A stream of elemental energy is pulled towards you through an enemy, and you can rise upon it.
Close-quarters spell; 1/Arc
Target: One nearby enemy
Spirit Dance: If you spend a Quick Action when casting this spell, before rolling the attack, you can attempt to disengage as a free action. If you spend a move action and hit the target, you can fly to a nearby location as a free action, and can use move actions to fly until the end of your next turn.
Attack: Wisdom + Level vs. PD
Hit: 18 (4d8) cold, fire, lightning, poison or thunder damage (choose damage type when casting), and ongoing damage of the same type equal to half that amount.
Miss: You regain this spell during your next quick rest.
4th 22 (4d10) damage.
5th 28 (8d6) damage; You can also fly on your turn as a move action until the target saves against the ongoing damage (This is not dependent on using the Spirit Dance casting option).
6th 36 (8d8) damage.
7th 44 (8d10) damage.
8th 55 damage; You can fly as a move action until the end of the battle.
9th 70 damage.
10th 90 damage.
Adventurer Feat: If you fly on your next move after casting the spell, deal damage of the chosen type equal to your Wisdom modifier to one enemy you fly over (Champion caster: Wis x 2; Epic caster: Wis x 4).
Champion Feat (Replaces Adv): As per Adventurer feat, but now you can apply the damage every time you fly with a move action in a battle after casting this spell.
Hungry Spirit ¶
“Aim for the middle of the blood mist.”
Ranged spell; 1/Battle
Target: One nearby enemy.
Attack: Wisdom + Level vs MD
Special: Against targets above the hit point threshold, roll twice and take the worse result.
Hit: 8 (3d4) ongoing damage. While the target is taking this ongoing damage, all its defences are lowered by 2, it cannot benefit from invisibility, and cannot hide from you or your allies.
Miss: If this spell misses all of its targets, it is not expended.
Spirit Dance: If you spend a move action when casting this spell, you can cast this spell as realm magic, targeting PD. If you do so the damage type is cold, fire, lighting, poison or thunder (choose the damage type when casting).
4th 10 (4d4) ongoing.
5th 13 (2d12) ongoing.
6th 17 (3d10) ongoing.
7th 20 (3d12) ongoing.
8th 25 ongoing.
9th 30 ongoing.
10th 40 ongoing.
Champion Feat: The attack roll for this spell bypasses invisibility and any other penalties to your attack roll.
Epic Feat: This spell targets 1d3 nearby enemies in a group.
Karmic Transference ¶
You transfer unwanted conditions from an ally to an enemy.
Close-quarters spell; 1/Arc; Quick Action to cast
Target: One nearby enemy and one nearby ally (or you)
Attack: Wisdom + Level vs PD (only roll against the enemy)
Hit: Transfer one negative condition (or instance of ongoing damage) from the ally to the enemy. Then roll a normal save: on a success you can transfer a second condition or ongoing. Keep rolling until you fail the save or run out of conditions to transfer. If the conditions or ongoing damage have a timer, renew the timer when you transfer them over.
Miss: The spell is not expended, but you can’t cast it again this battle.
Adventurer Feat: Each time you transfer a condition or ongoing damage, deal psychic damage equal to your level to the enemy target.
Champion Feat: After your first transfer, all future transfers can be taken from any nearby ally (including you).
Realm Stride ¶
You step through another realm and back into the temporal realm.
Close-quarters spell; 1/Arc; Interrupt Action to cast
Trigger: An enemy engaged with the target takes an action.
Target: You
Effect: All enemies engaged with the target take damage equal to your level. Roll an easy save (6+), on a success the target teleports to a nearby location that they can see. The enemy action still happens. If it’s a move you could even choose to teleport to where the enemy moves to (if nearby). If the action was a melee attack against the target (or an action otherwise damaging engaged targets), you can use this spell after seeing the attack roll result, but the enemy could use the same attack result or ability against another valid engaged target, otherwise the attack or ability has one less target and may be wasted.
5th The teleport destination can now be far away. If this takes the target out of range of an enemy ability with range of nearby (such as a close-quarters ability or a targeting limitation of group), the enemy can choose a different valid target for the attack or ability, otherwise the attack or ability has one less target and may be wasted.
7th This spell can now target you or one nearby ally.
9th You can target both yourself and a nearby ally .
Champion Feat: After casting Realm Stride in a battle, you can roll a hard save (16+) each time an attack hits you in that same battle. If the save succeeds, you can subsequently cast Realm Stride again in that battle.
Soul Shards ¶
You form spiritual energy into razor-sharp shards which seek out your weakest foes.
Ranged spell; 1/battle
Target: The nearby enemy with the lowest health.
Effect: You create 3 shards of spiritual energy, they launch one at a time targeting your weakest enemies.
Attack: Wisdom + Level vs MD
Hit: 9 (2d8) psychic damage per shard.
Special: If a shard downs its first target it seeks out the next valid target, dealing half damage to them. You can then use the next remaining soul shard from this casting, if any.
4th 11 (2d10) damage.
5th 14 (4d6) damage.
6th 18 (4d8) damage.
7th 22 (4d10) damage.
8th 30 damage.
9th 35 damage.
10th 45 damage.
Adventurer Feat: Each shard that misses deals psychic damage equal to your level.
Champion Feat: Once per arc you can ignore the targeting limitations and target a single enemy, with all the shards striking them as the primary target. If you do and all 3 hit that target, the final shard deals additional damage equal to your level x 5.
Warding Spirits ¶
Swarming guardian spirits create a shimmering cloud that protects you from damage.
Close-quarters spell; 1/arc; Quick action to cast
Target: You or one nearby ally
Effect: Until the battle ends, the target gains resistance 14+ against all attacks. Target can end effect as a free action to force an enemy to reroll a (non-crit) attack that hit them.
4th Same as 3rd.
5th–6th The next time the target takes damage, the damage is reduced by 10 (8th: 20)
7th–8th Resistance 16+
9th–10th The first time each round that the target takes damage when the escalation die is even, the damage is reduced by 20.
Adventurer Feat: When a target affected by this spell suffers a critical hit, another nearby ally (which can be you) gains the effect of this spell until the end of the battle.
Champion Feat: This spell targets 2 nearby allies (one of which can be you).
5th Level ¶
Realm Rift ¶
You channel the energy of other realms into foes next to you.
Close-quarters spell; 1/Arc
Target: Each enemy engaged with you
Attack: Wisdom + Level vs PD
Hit: 41 (9d8) damage and the target pops free. If the target is staggered following this damage, it is vulnerable to the next attack made against it.
Miss: Half damage, no other effects.
6th 50 (9d10) damage.
7th 65 (10d12) damage.
8th 80 damage.
9th 100 damage.
10th 125 damage.
Champion Feat: On a natural 16+ the target also becomes Stuck (save ends) if they are staggered following this spell.
Epic Feat: Staggered targets pop free even if your attack misses them.
Soul Baring ¶
You reveal the spirit world to your enemy, and in doing so expose their psyche to attacks.
Ranged spell; 1/Arc
Target: One nearby or far away enemy meeting the hit point threshold
Attack: Wisdom + Level vs MD
Spirit Dance: If you also spend a quick and a move action when casting this spell and the spell hits, the target also takes damage equal to your level x 2.
Hit: The target is Vulnerable to attacks made against their AC until the end of their next turn, and until the end of battle the target’s AC is reduced to be equal to their MD (save ends). For double strength and stronger targets the save is easy (6+).
Miss: The target is Vulnerable to the next attack made against their AC.
Champion Feat: The hit point threshold is doubled. And while affected by this spell, natural 1 attacks versus the target’s AC count as hits.
Soul Burner ¶
You charge up an ally’s soul, boosting their combat performance at the cost of some durability.
Ranged spell; 1/Arc
Target: You or one nearby ally
Special: This spell can only be cast when the Escalation Die is 1 or higher.
Effect: For the rest of the battle the target gains a +1 bonus to all their attacks, saves, and defenses. Once per round on the target’s turn they can take damage equal to 3 x the Escalation Die to gain a bonus Standard Action (this extra action cannot be used for limited-use powers or spells).
6th damage to 4 x the Escalation Die
7th damage equal to 5 x the Escalation Die
8th damage equal to 6 x the Escalation Die
9th damage equal to 8 x the Escalation Die
10th damage equal to 10 x the Escalation Die
If the target’s level is higher than the spell’s level, their bonus Standard Action can only be used to make a no-trigger attack which deals half its regular damage.
Champion Feat: The target’s bonus to attacks, saves, and defenses becomes +2.
Soul Harvest ¶
This spell drains spiritual energy from the targets, funneling it back into a shield for you and your allies.
Ranged spell; 1/Arc; Standard and quick action to cast
Target: 1d4 nearby enemies in a group
Attack: Wisdom + Level vs MD
Spirit Dance: If you also spend a Move Action when casting this spell, the temporary hit points gained from this spell are doubled on a crit.
Hit: 28 (8d6) psychic damage and you gain 10 temporary hit points for each creature hit by this spell, and each time you hit give temporary hit points equal to your vigor to a nearby ally (these stack for you creating a total and you select allies separately).
Miss: Psychic damage equal to your level x 2.
6th 35 (10d6) damage; 12 temp HP.
7th 44 (8d10) damage; 15 temp HP.
8th 55 damage; 20 temp HP.
9th 70 damage; 25 temp HP.
10th 90 damage; 30 temp HP.
World Wound ¶
A brief and unstable channel to another realm opens.
Ranged spell; 1/Arc; Standard and Quick Action to cast
Target: 1d4+1 nearby enemies in a group
Attack: Wisdom + Level vs PD
Hit: 33 (6d10) damage.
Miss: Damage equal to your level x 2.
Special: After using this spell you and one ally next to you can teleport to any place nearby the first target.
Spirit Dance: If you also spend a Move Action when casting this spell, one of your nearby allies can teleport to a nearby location each time you hit a target with this spell.
6th 44 (8d10) damage.
7th 55 (10d10) damage.
8th 70 damage.
9th 85 damage.
10th 110 damage.
Champion Feat: For the rest of the battle you can make a normal save at the start of each of your turns. On a success, you can teleport when you move on that turn.
Epic Feat (replaces Champ): As per Champion feat, except the save becomes easy (6+).
7th Level ¶
Enervation ¶
The spell drains targets of their vitality, slowing them down.
Ranged spell; 1/Arc
Target: 1d3 nearby enemies in a group.
Hit: 55 (10d10) damage and the target’s initiative is reduced by 5 (1d8).
Miss: Damage equal to your level.
Spirit Dance: If you spend a move and quick action as well, you can choose to apply an extra effect (choose when casting): Either roll an extra die for the initiative reduction; OR the target you've hit with the lowest health left (and meeting the hit point threshold) after taking the damage is stunned until the end of their next turn.
8th 70 damage.
9th 90 damage.
10th 115 damage.
Champion Feat: Hit targets initiative reduction is by 6 (1d10).
Epic Feat (replaces Champ): Hit targets initiative reduction by 7 (1d12).
Freedom of the Realm ¶
You remove the ties fixing the target to the floor of the realms.
Ranged spell; 1/Arc
Target: You or one nearby ally
Effect: For 5 minutes, or until the end of the battle, the target can fly. They don’t move faster, but they can move in any direction.
Spirit Dance: If you spend a Move Action as well, the target gains resistance 16+ to one damage type chosen from cold, fire, lightning, poison or thunder until the end of the battle.
8th Same as 7th.
9th–10th This spell targets 1d4 nearby allies, one of which can be you.
Champion Feat: This spell targets 1 additional ally.
Epic Feat: This spell’s flight lasts until the end of the arc.
Realm Render ¶
This spell tears a brief hole in the substance of the realm .
Ranged spell; 1/Arc
Target: 1d3 nearby enemies in a group.
Effect: Each target takes 28 (8d6) damage (no save, no attack), and all creatures nearby the first target (except you) are dragged as close towards it as possible. Your allies can make a normal save to avoid being dragged, if they wish.
Double strength non-mook enemies can roll a save to avoid the pull effect.
Triple and greater strength enemies can choose to lose their next move action to avoid the pull effect.
8th 35 damage.
9th 45 damage.
10th 55 damage.
Epic Feat: The first target must make a normal save or take 10 damage for each creature dragged towards it. A group of mooks counts as a single target for this purpose. On a success, it takes half that amount of damage.
Spirit Humors ¶
You infect targets with a deathly humor of the psyche that spreads to their allies.
Ranged spell; 1/Arc
Target: 2 nearby enemies
Attack: Wisdom + Level vs MD
Hit: 42 (12d6) ongoing damage.
Natural Odd Hit: You can add a different enemy nearby this one as an additional target. This spell can target a maximum of 6 different enemies.
Spirit Dance: If you also spend a Move and Quick Action when casting this spell, each target takes damage equal to your level, hit or miss.
First Miss: No damage, but add a different nearby enemy as an additional target.
All Other Misses: No damage and no other effect.
8th 50 ongoing.
9th 65 ongoing.
10th 85 ongoing.
Epic Feat: You can reroll one of the attacks from this spell, keeping whichever result you prefer.
9th Level ¶
Dispossession ¶
You seek to banish all traces of volition from the target, reducing them to a mindless husk.
Ranged spell; 1/Arc
Target: One nearby enemy meeting the hit point threshold
Attack: Wisdom + Level vs MD
Hit: 105 psychic damage and the target is shocked (hard save ends, 16+).
Miss: The target is Weakened until the end of their next turn, and this spell is not expended.
10th 130 damage.
Epic Feat: Each time the target fails a save against this spell they take damage equal to your level x 3.
Essence Leech ¶
Hungry spirits drain the enemy’s defenses and boost your own.
Ranged spell; 1/Arc
Target: One nearby enemy
Attack: WIS + Level vs PD
Hit: 75 ongoing damage. While the enemy has this ongoing damage, they take a penalty to one of their defenses (of your choice) equal to the Escalation Die, and you gain an equal bonus to the same defense.
Miss: Ongoing damage equal to your level.
Spirit Dance: If you also spend a move and quick action when casting this spell, one nearby ally of your choice gains a +2 bonus to all their defenses (normal save to keep).
10th 90 ongoing dmg
Epic Feat: The save to end the ongoing damage is hard (16+).
Transporting World Swirl ¶
A rapidly moving realm portal sweeps you and your allies around the battlefield.
Ranged spell; 1/Arc; Move Action to cast
Target: You and up to 5 nearby allies
Special: You can cast this spell in battle or out of battle. It takes about a minute to cast this spell out of combat.
In battle: Each target teleports to a location of your choice in the battlefield. You can choose a different location for each target.
Out of battle: Roll a Wisdom skill check for each target to teleport them to a location you can visualize.
- If it’s a place you can see or have been to this arc, you automatically succeed.
- If it’s a place you know well, it’s a Normal check.
- If it’s a place you’ve merely been to before, it’s a Hard check.
- If it’s a place you’ve only seen in pictures (or visions) it’s a Ridiculously Hard check.
On a failure, the target can choose whether to stay or go. If they go they lose half their current hp and must expend one random limited power (if they have any).
Epic Feat: You can cast this spell in battle as a Quick Action. You gain a +5 bonus to your skill checks to cast it out of battle.
Shaman Multiclass ¶
See Multiclassing for general multiclassing rules.
Level Progression: Multiclass Shamans are one level behind in the spellcasting columns of the level table.
Weapon Damage Penalty: Shamans don't count as skilled warriors, unless they have the Battle Shaman talent.
1st Level - You must select an Aspect talent with one of your talents. You know 1 at-will and 2 other spells
Key Modifiers
| Key Modifier | Other class |
|---|---|
| Str/Wis | Abomination, Barbarian, Cleric, Dragonthane, Druid, Emotive, Fighter, Paladin, Ranger, Savage |
| Dex/Wis | Monk, Rogue |
| Int/Wis | Artificer, Necromancer, Occultist, Psion, Swordmage, Wizard |
| Cha/Wis | Bard, Chaos Mage, Commander, Fateweaver, Sorcerer, Warlock |
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