Shamanistic Mentor Spirits

Character Level – the level of the Shaman

Int/Wis/Cha – A spirit has 1 mental (INT/WIS/CHA) ability score that it is good at, and 1 that it is decent at, and 1 that it is bad at.  You choose which is which upon character creation.

Character Level Spirit Concentration INT/WIS/CHA Special
1st-2nd 1 Spell 12/10/6 Spirit Type
3rd-4th 1 Spell 13/10/6 Consult 1/Day
5th-6th 1 Spell 14/11/6 Natural Spell
7th-8th 2 Spells 15/11/7 Consult 2/Day
9th-10th 2 Spells 16/12/7 Natural Spell
11th-12th 2 Spells 17/12/7 Consult 3/Day
13th-14th 3 Spells 18/13/8 Natural Spell
15th-16th 3 Spells 19/13/8 Consult 4/Day
17th-18th 3 Spells 20/14/8 Natural Spell
19th-20th 4 Spells 21/14/9 Consult 5/Day

Spirit Type: Each type of mentor spirit has a basic ability that only it grants.

  • Air – Shamans with the an Air mentor spirit have learned to manipulate the air around their bodies to perform several actions
    • Body Burst You may force the air around your body to rush away from you and push small things away. Things like circling insects, dirt or mud on your clothes.  This also extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights. You may make Magery check vs Fortitude Defense to move things away in a 1-sqare radius, pushing them 1 square away.
    • Hand of Air – A technique of convenience, you learn to move objects by manipulating the air pressure and wind currents around an object. So long as an object that weighs less than 5kg is within your range, you may move it anywhere within your range. You may attempt to exceed maximum weight with a Magery check vs. DC 11+ 1 for every 1kg. the item weighs above 5kg.).  Objects shaped so as to catch air (such as parchment) may grant bonuses to this check, and objects specifically designed to be transported in this way halve the DC of Magery checks used to move them. This object does not travel fast enough to cause damage. This may also be used to simply blow small amounts of air over and around objects, such as to perform minor acts of mischief or to cool hot food.
  • Animal – Shamans with an Animal mentor spirit gain the ability to speak with animals as if they shared a common language.  You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
  • Earth – Shamans with an Earth mentor spirit gains the ability to speak with rocks and earth as if it shared a common language.  You can communicate with rocks and earth, and can ask questions of and receive answers from them. Rocks and earth’s senses of their surroundings are limited, so they won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside their immediate vicinity.
  • Nature – Shamans with a Nature mentor spirit gain the ability to speak with plants as if they shared a common language.  You can communicate with plants, and can ask questions of and receive answers from them. A plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.
  • Water – Shamans with a Water mentor spirit are able to create a whip-like weapon out of water. You may, as a move action that does not provoke an attack of opportunity (provided you have at least 1 liter of water available), create a thick tendril of water that wraps itself around your arm and into your hand. You can use this water as a weapon, and are considered to be proficient with it. The whip does 1d4+Wisdom modifier damage on a successful hit regardless of a target’s armor, has a 10’ reach, is a small weapon, and threatens its area. The whip has 0 hardness, HP equal to twice your character level, and has recovers a number of HP per round equal to your level. It lasts until it is destroyed or you let go of it. Additionally, you may apply precision-based damage (such as Sneak Attack) to attacks with a water whip and treat it as a normal whip for purposes of weapon-based feats.  You can increase damage done by the whip by one step (1d4->1d6->1d8->2d6->3d6), increasing the by making a Magery check vs DC = 11 + 5 with additional +5 per step.  This check is made as a swift action before you attack, and the damage increase lasts until the beginning of your next turn.  Similarly, the whip can also be extended an additional 5 feet by increasing the Magery DC of the check by 10.

Spirit Concentration: A mentor spirit can maintain a number of spells for a Shaman from round to round, using the Shaman’s own Magery modifier at a -4 penalty.  The Shaman must cast them as normal, but the spirit can maintain the spells in all rounds after the spell has been cast.

Consult: A mentor spirit can consult with other spirits to determine the outcome of a particular action being considered by the Shaman in regards to timespans beyond that which can be determined through the use of the Search Your Feelings function of the Magery skill.  The base chance for receiving a meaningful reply when using this ability is is 70% + 1% per character level, to a maximum of 90%; the GM makes this roll in secret. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the roll succeeds, you get one of four results: Weal (if the action will probably bring good results), Woe (for bad results), Weal and woe (for both), or Nothing (for actions that don’t have especially good or bad results). If the roll fails, you get the “nothing” result.  Consult can only determine outcomes out to a duration of about a day, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action.

Natural Spell: At the indicated levels, the Shaman adds one of the following spells to his spell suite.  The same spell can be chosen more than once: Ionize, Lightning, Lightning Burst, Plant Surge, Repulse, Surge, Track

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