The Barbarian Shaman (by Dietrich Davis) Garb: As Barbarian (Execption- A symbol of the Shaman's primary and current totem must be displayed openly.) Weapons: Any single non-red melee weapon and daggers (Execption- Enchantments and Relics) Armor: None Shield: None Immunities: As Barbarian (Execption- Enchantments cast by other Shamans may be worn) Restrictions: 1) A player must achieve 3rd level in Barbarian before starting as a Shaman. 2) A shaman must maintain a level in Barbarian no less than equal to his current level in Shaman. 3) There will be allowed on the field no more than one Shaman per 10 BARBARIANS. Levels: 1st- 4 lives May go beserk on last life Heal OR Cure Poison on self only (1/life) May cast Enchantments on Barbarians 2nd- May use Heal and Cure Poison on others. May cast Cure Diease (1/game) 3rd- May cast Spirit Strike on self only (1/game) May cast Truth and Legend against Barbarians only (1/game each) Is under the influence of Presence each life (Excption- Last life) 4th- Additional Heal or Cure Poison on others Cure Diease becomes (1/life) May cast Dispel Magic (1/game) 5th- May cast Skin of Steel (1/game) May cast Spirit Strike on self or others (2/game) May cast Emotion control on Barbarians only (1/game) 6th- Dispel Magic becomes (1/life) Notes: 1) Beserk Shamans May use NO magics or totem abilities of any kind unless specificaly stated in the abilitiy description. 2) Heal, Cure Poison, and Cure Diease are non-magical herbal curatives that are achived as per Barbarian Heal Self. To use these curatives on others the Shaman must attend the individual for the full 100 count. Unwilling targets must be subuded or otherwise held. Works as the spells of the same name in all other respects. 3) Spirit Strike- An enchment to be cast on a weapon T: Enchantment M: Yellow cloth I: Hold weapon in both hands and say "May the Spirits guide this (specific weapon)" 10x, tie cloth on weapon E: Weapon may strike for full normal damage no mater what the targets protections (Excption- Invunrable Armor still takes only one point as normal) 4) Presence magic is modified to replace Monks with Bards and to replace Visit and Voice with Legend and Truth. 5) Skin of Steel- An enchantment for greater beserk protection T: Enchantment M: Yellow cloth I: Touch person with both hands, say "May the spirits grant you protection" 5x, tie cloth E: Both points of Beserk armor is transformed into one point of invunrability N: Must be cast on a fully healed Beserker. May be healed as beserk armor 6) Emotion Control may only be used for Confidence and Beserk only. Beserkers created through the use of Emotion Control do NOT recive any form of Fight After Death. TOTEMS: A Shaman must chose and animal spirit totem from witch to recive thier power. Several Totems and the special abilities witch they grant are listed below. One specific totem must be chosen as the primary totem and may only be changed by consent of the Guildmaster of Barbarians, Shamans, or Revees of your local group. A player may chose to use the abilities of any totem each game. However, if the chosen totem is other than the primary totem, the new totem only grants the abilities of one level less than the Shamans true level. Totem spirits are a jealous lot that do not like change. Proper symbolism shall consist of either a picture or a recognizeable part (paw, pelt, teeth, claws, ect.) of the totem animal. Shamans are encouraged to role-play the aspects of thier totem animals to the hilt. Bear: Bears are the lone protectors wandering the wilderness but keeping near to thier tribe to defend it in time of troubles. 1st- May use Red weapons 2nd- Extra life (5 total) 4th- May carry one pair of daggers that are to be considered natural weapons (claws) and may not be heated, cursed, shattered, or enchanted. Any other method of weapon destruction (Arrow, Fireball, ect.) will be scored as a hit on that arm. 6th- Fight after death as per Barbarian. May be used while beserk. Spider: Lying in wait is the prefered tactic of the Spider shaman. Picking off prey one at a time while thier victim is helpless is also a common sight around these shamans. Spiders are easily temped by bribes as they like to live the good life and abhore direct confrotation. 1st- May carry and cast 1 Entangle bolt each life 2nd- Immune to Poison 4th- May lay Traps as per Assassin (3\game) 6th- May cast Enchant Weapon on any edged melee weapon (1/game) Notes: 1) Only one Entangle ball may be carried at a time, but may be re-used as per Wizard Sphere of Annihilation. 2) In this case Enchant Weapon is a magical poison and those immune to poison are not affected. Otherwise functions as the Wizard spell of the same name. Snake: Snakes are deadly fighters. They have been known to attack without warning or compassion. Snake Shamans are generally interested in only themselves and those they find easy to control. 1st- May carry and cast 1 Magic Bolt each life 2nd- Immune to Poison 4th- May Poison any edged melee weapon (2/game) 6th- Touch of Death once per game Notes: 1) Only one Magic Bolt may be carried at a time, but may be re-used as per Wizard Sphere of Annihilation. 2) Poison weapon and Touch of Death function as the Assassin abilities of the same names. Wolf: The way of the wolf is that of compaionship and loyalty to the tribe balanced with a respect and knowlage of nature. Wolf shamans learn early on the art of sacrificing themselves for the good of others. 1st- May use Javelins 2nd- Transfer Wound (1/life) 4th- Track (2/game) 6th- Entangle Trap (1/game) Notes: 1) Transfer Wound is a unique form of healing. T: Spell M: Wounded person I: Touch person and say "I draw away your pain" 2x E: This ability heals the wound in the subject at the cost of taking the wound upon oneself. N: May only heal wounded limbs and Poison 2) Entangle Trap and Track are as per the Scout abilities of the same names. Track may not be used more than once each life. Eagle: Eagles are the leaders and generals. It is quite common to find the followers of the way of the Eagle in the rear of thier forces providing both missle and magical support, not engaging directly unless absolutely necessary. 1st- May use Short bow 2nd- May cast Magic Projectile (2/game) 4th- May cast Bladesharp or Bludgeon (2/game) 6th- May cast Flight (1/game) Notes: 1) All Spells are exactly as they appear under thier respective descriptions. Wolverine: Wolverine Shamans are frothing at the mouth, sucidal, raving lunatics. If inturupted during spellcasting, or attacked by unprovoked missle fire He/She will charge to the attack with all due speed (especlally if beserk). 1st- Looses abilitiy to Cure Poison or Disease or to Heal others, however, gains all Spirit Strike abilities one level earlier 2nd- Fight After Death as per Barbarian. May be used while beserk. 4th- May go beserk on last two lives, however may only fight after death on last life 6th- May Fight after Death for 15 seconds on second to last life if sacrificing last life Owl: Followers of the way of the Owl are widely known as healers and wise-men. They are generally solitary, but are always willing to help when asked. 1st-Heal AND Cure Poison each at listed rate 2nd-May cast Mend (2/life) 4th-Legend and Truth spells usable on all classes (Excption- Those classes that are immune) 6th-Ressurect (1/game) Notes: 1) Heal and Cure Poison example: At first level, Heal 1/life and Cure Poison 1/life, self only. 2) Ressurect is same as Healer spell of same name in all respects