Northern Shaman by Urso Soulwarden of Shrouding Mists Requirements: The player must have reached 3rd level as a Barbarian. Limits: Only 1 Shaman may be on the field for every 10 Barbarians. Weapons: Any melee weapon Armor: None allowed Shield: None allowed Garb: Same as Barbarian Notes 1: Shamans are not affected by any spell or ability that targets barbarians only. 2: Shamans may only cast enchantments on barbarians and shamans. 3: Items enchanted by a shaman may only be carried by barbarians and shamans. 4: The player of a Shaman must maintain a level in the barbarian class equal to or higher than his or her level as shaman. 5: Shamans have the same immunities as barbarians. 6: Shamans may not initially carry any enchantments. 7: Going berserk while bearing an enchantment or enchanted item will immediately dispel that magic. The only exceptions to this are Enrage and Guardianship. Levels 1st Level Heal (1/Life) Cure Poison (1/Life) Attunement every life Vision Quest (Unlimited/Life) Berserk (as per barbarian) on last life 3 Lives 2nd Level Spirit Strike (1/Game) 4 Lives 3rd Level Cure Disease (1/Life) Shamanic Presence every life 4th Level Spirit Strike (2/Game) Dispel Magic (1/Game) 5th Level Enrage (1/Game) 6th Level Dispel Magic (2/Game) Abilities Vision Quest T: Neutral M: Barbarian or Shaman I: Touch target barbarian or shaman and chant "By the power of (totem), I cleanse thy soul and gird thee for the task ahead." x2. E: Target barbarian or shaman loses all class-given immunities until the end of his or her life, but gains immunity to bardic Presence. The player may now carry one enchantment cast by a shaman. L: Multiple Vision Quests may not be cast on the same target. The target must die and come back alive before another Vision Quest may be used on him or her. N: Shamans must Attune to a totem before casting this spell. Attune T: Neutral M: Appropriate wearable totem symbol I: At the beginning of each battlegame, choose a totem from the list below and wear the appropriate totem symbol. E: Gain the abilities of the chosen totem at your level as Shaman. L: Attune may only be set once per battlegame. Switching totems during a game or using multiple totems is not allowed. List of Attunable Totems Wolf Totem 1st Level Additional Heal per life Additional Cure Poison per life 3rd Level Bladesharp (2/Game) 5th Level Fangblade (1/Game) 6th Level Sacrifice (1/Game) Bear Totem 1st Level Additional Heal per life Additional Cure Poison per life 3rd Level Enchant Shield (2/Game) 5th Level Protection from Magic (1/Game) 6th Level Guardianship (1/Game) Wolverine Totem 1st Level Loses all ability to use Heal, Cure Poison, and Cure Diease and can never cast them. Gains Shamanic Presence on 1st Level 2nd Level Gains the ability to Fight After Death. 4th Level Berserk on second to last life. 6th Level Enrage (2/Game) Spider Totem 1st Level 1 reusable Entangle ball. 3rd Level Entrap (2/Game) 5th Level Additional reusable Entangle ball. 6th Level Melee weapons held by the shaman are considered poisoned. Eagle Totem 1st Level May use a short bow. May not use melee weapons longer than 3 feet. 3rd Level Arrows shot by the shaman deal 3 points of damage 5th Level Magic Projectile (2/Game) 6th Level Backlash (1/Game) Owl Totem 1st Level May carry and use up to six barbarian-legal throwing weapons. 3rd Level Magic Projectile (2/Game) 5th Level Seeker (1/Game) 6th Level Backlash (1/Game) Spirit Strike T: Enchantment M: Melee weapon, Yellow cloth I: Hold weapon in left hand and repeat 5x: "May the spirits make this weapon invincible." Tie yellow cloth on weapon. E: Weapon ignores enchantments and spells when figuring damage. N: A weapon enchanted with Spirit Strike ignores the following spells, among others: Barkskin, Steelskin, Protect, Bless, Entangle, Petrify, Flesh to Stone, Protection from Magic, Harden, Enchant Shield, Guardianship, and Circle of Protection. Weapons enchanted with Spirit Strike may be mended. L: This enchantment does not affect neutral magic such as Presence. This spell does not modify the damage capacity of the weapon, nor does it make it invulnerable to destruction, heating, or cursing. Seeker T: Enchantment M: Yellow cloth I: Hold throwing projectile in left hand and repeat 5x: "May this weapon strike as an owl's claws." Tie yellow cloth on throwing projectile. E: Causes wounds to kill, all limb hits are death. L: After this weapon causes the death of one person by a limb shot, this enchantment is destroyed. Backlash T: Enchantment M: Barbarian-legal projectile, Yellow cloth I: Hold projectile in left hand and chant: "By the power of the spirits, the Eagle in it's flight, The shadow of the feral owl, hunter of the night, By the eye of Odin and the wails of the lost, Teach the ignorant that every magic has it's cost." Tie yellow cloth on projectile. E: If the enchanted projectile hits a person's body or equipment who is bearing an enchantment or an enchanted item, both that person and the projectile enchanted with Backlash are destroyed. N: Will affect any magic, including Protection from Magic, Protection from Projectiles, and spell-given invulnerability. L: Definition of enchanted items does not include non-enchanted relics. Weapons destroyed by Backlash may not be mended. Guardianship T: Spell I: Chant: "I give my life to protect the tribe!" x20 E: The shaman dies. All members of the shaman's team within eyesight gain 1 point of sectional non-healable armor. N: The armor given by this spell is not affected by class limitations. L: This spell cannot increase armor levels beyond 6. Sacrifice T: Spell M: Corpse of a teammate I: Gain physical contact with the corpse. Chant: "I give my life to restore the tribe!" x20 E: The shaman dies. The affected player's last death is negated, and all used abilities and spells for that life are restrored. Bladesharp T: Enchantment M: Bladed melee weapon, Yellow cloth I: Hold weapon in left hand and repeat 5x: "May this blade rend and tear thy enemies." Tie cloth on weapon. E: If the weapon is normally a blue weapon, it is treated as a red weapon; if it is normally a red weapon, it takes four points off armor and in two hits destroys a shield and an arm. L: This enchantment can only be used on slashing weapons. Enchant Shield T: Enchantment M: Shield, Yellow cloth I: Hold shield in left hand and repeat 5x: "I grant this shield the fortitude of the bear." Tie cloth on shield. E: The shield can only be destroyed by a sphere of annihilation and is unaffected by other magics. Dispel Magic T: Spell R: 20 Feet I: Point to and announce target spell or enchantment. Repeat 3x: "By the power of the spirits, I destroy that magic." E: Spell or enchantment is destroyed. L: Does not affect neutral magic, magic already completed, class abilities, or relics. N: Will dispel all enchantments on the target, including Protection from Magic. Fangblade T: Enchantment M: Bladed melee weapon, Yellow cloth I: Hold weapon in left hand and howl for five seconds. Announce "Fangblade". Tie yellow cloth on weapon. E: Causes wounds to kill, all limb hits are death. L: This enchantment can only be used on slashing weapons. Protection from Magic T: Enchantment M: White cloth I: Hold cloth in left hand and repeat 10x: "By the might of the bear, I protect you from magic." Tie cloth on person or object. E: Blocks all forms of verbal or thrown magic. This includes Heal, Cure Poison, Cure Disease, and Guardianship. L: Does not affect class abilities or Flamewall. This does not stop a weapon enchanted with Spirit Strike or Backlash. N: Bearer treats weapons with enchantments as normal weapons. Cure Poison T: Spell M: Poisoned person I: Gain physical contact with person. Announce "Shaman Cure". Count to 100 while maintaining contact. E: Suspends poison count when the shaman begins his count, and purges the poison after the 100 count is finished. Heal T: Spell M: Wounded person or damaged berserker I: Gain physical contact with person. Announce "Shaman Heal". Count to 50 while maintaining contact. E: Will heal 1 wound or restore 1 point of berserk armor to one body area. N: May be used on self. Cure Disease T: Spell M: Corpse of an undead or diseased creature (mummy, plaguer, etc.) I: Gain physical contact with person. Announce "Shaman Purge" Count to 150 while maintaining contact. E: Restores creature to whatever class and level they were before they became undead or diseased. N: Cured person is still dead and must complete the death count. The targeted player may not come alive while the Shaman is counting. Entangle T: Spell M: Padded brown entangle ball I: Hold ball and repeat 5x: "Entangle." E: A direct hit to a person or their equipment will hold them in place for a count of 300, or until they are freed by a fireball or dispel magic. They may neither fight nor be harmed. N: Barbarians are immune to this spell. The shaman who cast Entangle originally can pick up that same spellball and cast this spell again to reactivate it. L: The shaman may only have one person on the field entangled at a time for as many reusable entangle balls he or she has. Entrap T: Spell R: 20 feet I: Point to and announce target player. Repeat x3 "I entrap thee in my web." E: Target player may not move from the spot he or she is for a 100-count. The player may still fight, speak or perform any other actions. N: Classes immune to Entangle are also immune to this spell. Magical Projectile T: Enchantment M: Barbarian-legal projectile, Yellow cloth I: Hold projectile in left hand and repeat 5x: "May the spirits guide this (weapon)." Tie cloth to projectile. E: Projectile deals +1 damage. N: Magical projectiles may be mended. May be cast twice on the same projectile. L: The magical projectile has no damaging effect on shields. Shamanic Presence T: Neutral E: Filled with awe at the sight of the shaman, no bard of any level can attack him or her. Druids and barbarians of equal or lower level will not attack the shaman out of respect for their power. L: Any berserked bard, barbarian, or druid may attack the shaman without penalty. Members of affected classes may attack the shaman if he attacks them first. Actions considered attacks include: melee attacks, projectile weapon attacks, throwing spellballs, and verbal spells. Enrage T: Enchantment M: Red cloth I: Gain physical contact with person. Recite a 20 word speech on the evils of magic. Tie red cloth on subject. E: Enchanted person immediately goes berserk. N: Does not count against enchanted person's limit of berserks. L: Due to the fact that this is a artificial berserk state, this spell does not allow the Enraged person to Fight After Death.