+--------------------------------+ | /-\ | | | \ |/\ /\ /\ /\ /\ |\ | | \_/ | | |--| | | | |--| | | | +--------------------------------+ Parent Classes: Barbarian & Healer by Urso Soulwarden of Shrouding Mists Background A shaman is, simply put, a barbarian holy man. He is first and foremost a teacher and advisor, but frequently uses his or her magic for healing. High level shamans are not only deep resevoirs of lore, but also powerful warriors capable of holding their own on any battlefield. Capable of giving any group (barbarians or non) an edge, a Shaman of any creed or allegiance is a formidable animal. Limitations 1 - There may only be 1 Shaman for every 10 Barbarians on the field. 2 - In order to work magic, the Shaman does not need a spellbook or wand. The required materials are a spell list and a visable totem symbol. The symbol can represent any animal, elemental force, or philosophy. 3 - Shamans may not wear enchantments of any kind. 4 - Shamans may not use any kind of magic while Berserk. Going Berserk also immediately cancels out the effects of Fortitude and Fortitude II. Going Berserk does not, however, cancel out the effects of Spirit Pact. Notes 1 - Shamans do not have any immunities to begin with, but may gain Barbarian immunities via the use of the 2nd level magic Spirit Pact. 2 - The amount of spell points a Shaman can use per level are the same as any other magic-using class as listed in the Amtgard rulebook. 3 - Shamans may cast magic using either hand. Stats Weapons Weapons are bought using spell points as per any other magic class: Dagger - 0 Points Short Sword - 2 Points Long Sword - 4 Points Spear - 3 Points Staff - 2 Points Hinged - 2 Points Short Bow - 5 Points Hand Axe - 2 Points Warhammer - 2 Points Battleaxe - 5 Points Any Barbarian-Legal Throwing Weapon - 1 Point each Shield Any (Cost: 3 Points) Armor None (May use armor by buying Fortitude and Fortitude II.) Garb As per Barbarian. Also must wear a red sash or baldric. Level Progression Level 1 (Seeker) 3 Lives Level 2 (Wise One) No Changes Level 3 (True Shaman) No Changes Level 4 (Spirit Walker) May go Berserk on last life as per Barbarian. Level 5 (Lord of Spirits) 4 Lives Level 6 (Avatar) No Changes Shamanic Magic Costs Magic Name Type Uses Cost Max 1st Level Cure Poison S 1/life 1 4 Heal S Unlimited 0 U Lost S 1/game 1 4 Mend S 1/life 1 U Mute S 1/life 2 4 Herblore N 1/game 1 4 2nd Level Banish S 1/life 1 4 Spirit Pact N 1/game 3 1 Cure Disease S 1/life 2 4 Curse Weapon S 1/game 1 4 Entangle S 1 bolt/u 1 4 Sleep S 1/life 2 4 3rd Level Mass Sleep S 1/game 1 1 Fortitude N 1/game 4 1 Resurrect S 1/game 1 4 Hold Person S 1/life 1 2 Wounding S 1/life 1 2 Yield S 1/game 2 4 4th Level Dispel Magic S 1/game 1 4 Enrage S 1/game 1 2 Herblore II N 1/game 1 4 Shatter S 1/game 1 4 5th Level Purify S 1/game 2 2 Fortitude II N 1/game 4 1 Resistance N 1/game 1 4 6th Level Guardianship S 1/game 2 1 Feeblemind S 1/game 2 2 Teleport S 1/game 1 4 Shamanic Magic List 1st Level (Seeker) Heal (Identical to Healer's Heal.) Cure Poison T: Spell M: Poisoned Person I: Touch poisoned person, repeat 10x "Shaman cure." E: Poison is destroyed. L: Is not a heal spell - will not regenerate wounds or natural/berserk armor. Lost (Identical to Healer's Lost.) Mend (Identical to Healer's Mend.) Mute (Identical to Healer's Mute.) Herblore T: Neutral I: Repeat 3x "I gather thee herbs and knowledge." E: The recipient of this neutral may use his or her barbarian healing ability twice a life for the rest of the game instead of only once. N: May only be cast on barbarians. May not be simulcast. 2nd Level (Wise One) Banish (Identical to Healer's Banish.) Spirit Pact T: Neutral E: Shaman gains all Barbarian class immunities. N: Shaman is now affected by bardic Presence as per Barbarian Cure Disease T: Spell M: Any diseased person or corpse of diseased person. I: Touch person and repeat 10x "Shaman Purge" E: Destroys disease. This changes diseased monsters (Mummy, vampire, plaguer, lycanthrope) back into whatever they were before they became diseased. N: A dead person cured by this spell is still dead. Curse Weapon (Identical to Healer's Curse Weapon.) Entangle (Identical to Healer's Entangle.) Sleep (Identical to Healer's Sleep.) 3rd Level (True Shaman) Mass Sleep (Identical to Healer's Mass Sleep.) Fortitude T: Neutral E: Shaman may now wear 1 point of armor. Resurrect (Identical to Healer's Resurrect.) Hold Person (Identical to Wizard's Hold Person.) Wounding (Identical to Healer's Wounding.) Yield (Identical to Healer's Yield.) 4th Level (Spirit Walker) Dispel Magic (Identical to Healer's Dispel Magic.) Enrage T: Spell M: Red cloth I: Tie cloth on a barbarian, repeat x10 "The spirits call for vengeance!" E: Affected barbarian immediately goes Berserk. L: Does not trigger a Fight After Death when the barbarian dies, may only be cast on a barbarian. Does not count toward the Barbarian's total number of berserks. Herblore II T: Neutral I: Repeat 5x "I teach thee the ways of the spirits." E: The barbarian healing ability of the recipient is trained and honed, giving the result that he or she can perform a barbarian heal in a 50-count for the rest of that game. L: May only be cast on barbarians. May not be simulcast. Effects are cumulative with Herblore, resulting in two 50-count heals every life for a barbarian affected by both. Shatter (Identical to Druid's Shatter.) 5th Level (Lord of Spirits) Purify T: Spell I: Speak 10x "Magic as far as I can see, spirits strike down this blasphemy!" E: All enchantments within the Shaman's eyesight are destroyed. N: Will destroy Protection from Magic. Fortitude II T: Neutral E: Shaman may now wear an additional point of armor. L: The effects of Fortitude and Fortitude II are cumulative. Resistance T: Neutral M: Willing barbarian, strip of white cloth I: Repeat 10x "I strengthen thy soul against (spell).", tie white strip on recipient's arm. E: Target barbarian gains immunity to a single spell of your choice until the end of the game. Examples - Magic Bolt, Heal, Call Lightning, Sphere of Annihilation, Fireball, Curse, etc. L: May only be cast on barbarians. May not be simulcast. May not give resistance to enchantments, neutrals, or the Healer's Stun spell. Does not extend immunities to any items the barbarian is carrying or using. N: Must be announced as per enchantments as "Resistance". The affected barbarian does not need to disclose the resisted spell. That is up to his or her enemies to find out. 6th Level (Avatar) Guardianship T: Spell I: Repeat 20x "I give my life to protect the clan!" E: All members of the Shaman's team gain 1 point of non-sectional, non-healable invulnerability. Shaman dies upon casting the spell. L: Will not affect teammates wearing enchantments or who are currently going Berserk or Fighting After Death. N: Players affected by Guardianship must wear a white cloth. Protection given by Guardianship must be announced as per an enchantment if asked. Teleport (Identical to Healer's Teleport.) Feeblemind (Identical to Druid's Feeblemind.)