They not only wield potent Talismans of healing and divination but they are fierce combatants having been trained in the arts of war. Furthermore they have been granted the unique ability to call Totems of varying power. These totems are especially unique because they are stationary but send their effects outward in a radius of effect. Tapping into the very primal power that resides in all beings the Shamans become the foci of their culture’s unity consciousness thus defying the ancients and the gods alike. Their followers have turned their backs on the old religion and refuse to accept the yoke of the new faiths, instead relying on the guidance of the Shamans and through them wielding the power of their collective essence.
Those who take up the responsibilities of the Shaman bear a great burden but where the clerics of other faiths pause in confusion awaiting the proclamations of their gods; the Shaman declares for his people the way and lays straight the path for them to walk it. The primary attributes for this class are Wisdom and Strength, with Charisma as secondary.
Class Abilities:
Level | Title | Attribute | Class Ability Table |
1 – 4 | Medicine Man | Wis: 12
Str: 12 Cha: 12 |
Medicine: The Shaman is highly trained in the arts of medicine and natural healing. As such he gains the Herb Lore Proficiency and his Healing Skill is Improved Healing which adds +4 to his Skill Check and curing is at 2D3 hit points. |
5 – 8 | Obeah | Wis: 13
Cha: 13 |
Conviction: An Aura of Courage may be called by the Shaman 1/Day that extends in a 30’ radius around him 1 D4 Turns + 1 round/level. This Aura translates into a +2 for all allies against saves vs. Fear, if a save is not permitted then all allies get one anyway. Furthermore, while the Shaman is standing all checks against morale are waived. |
9 –12 | Soothsayer | Wis: 14
Cha: 13 |
Divination: The Shaman is highly tuned to the spirits of his ancestors. He may use any body of water in order to create a Spirit Pool once a day wherein he may scrye. The diameter of the pool can be no greater than two feet per level. The scrying is similar to that of a crystal ball except that only the Prime Material and Elemental Planes can be seen. Only the Detect Magik and Status Talismans may be cast through the pool. |
13 – | Shaman | Wis: 15
Str: 13 Cha: 14 |
Ancestral Spirit: If the Shaman should be killed by violence, he will fall into a cataleptic state for a period of twenty-four hours. After that he will be reincarnated into his body, for the spirits of his people shall not permit him to pass from this realm lest nature brings him to their threshold. |
Special Advantages:
Totems
— Beyond the use of Talismans, the Shaman is able to call or “lay down” Totems that create effects in an area. The Totems usable are listed on the Totems Table below.
Combat Training
— Because the Shaman is more than a priest but also a temporal force of his people, he receives training very similar to that of a Warrior. As such he is permitted to attack on the MAHS Column for combat and may choose proficiencies from the Warrior Skills Table as well.
Non-Weapon Proficiencies:
The Shaman has taken on the mantle of the collected wisdom and knowledge of his people.
-Education 1
-Combat Casting
-Healing
-Leadership
-Local History
-Survival (Home Environment)
-Weather Sense
Totems:
Being the conduits of the universal consciousness for a people or culture, the Shaman has access to primal magikal energies that can be harnessed to a degree. These energies are then released by means of a semi-corporeal gate called a Totem. The Totem forms next to the Shaman, the physical appearance varies from a hovering gem, to a carved post, to a small stone statue. The form of the Totem appears to follow the culture and not the power expressed. The Totem glows with the magikal energy used to create it and which it releases in a specific manner. While it is in existence the Totem has a physical AC of 2 and can withstand 20 points of damage. It can only be harmed by magik or magikal weapons.
The Shaman has the ability to call several types of Totems based on his level of experience and the potency of these Totems increases as well. The magik of the Totem is indiscriminate and will either aid or harm according to its nature. That is, if a Healing Totem is called then all those who are believers will be healed while non-believers will receive no benefit. Likewise, if an aggressive Totem is called all believers will be shielded will all non-believers will receive damage. A Shaman has the ability to extend his aid and protection to those whom he favors by giving them a Mojo. A Mojo is often some type of charm worn or kept on the person and it will be blessed by the Shaman. Those who bear the Mojo will receive benefits and be shielded from attacks. Even should the Shaman fall unconscious or die the Mojo’s effect will continue.
The Shaman is able to call three (3) Totems per day plus one (1) per three levels. The Totem Table indicates what Totems are available to be called as the Shaman advances in levels. Totems may not be called within three (3) rounds of one another, and the calling of a Totem is a standard action requiring one full round.
Totem Table:
Totem | Level Gained | Radius | General Effect |
Fluidity | 1st | 15’ | Decreases Physical Damage by 1D4+1 per level for D3 rnds+1 per title. |
Searing Cold | 1st | 20’ | Icy thorns shoot for 1D4 points per title for D3 rounds per title. |
Healing Stream | 1st | 20’ | Heals 1D4 points per title for 3 rounds per title. |
Earthbind | 5th | 10’ | Enemies reduced to moving at ½ speeds for D4 rounds. |
Strength of Earth | 5th | 15’ | Increase Strength by 4 points for D4 rounds per title. |
Tremor | 5th | 30’ | Remove Fear, Charm, & Sleep effects. |
Wind Wall | 9th | 20’ | Reduce ranged attacks by D6 points per title. |
Resistance | 9th | 20’ | Resist Fire, Cold, or Lightning damage for D4 rounds. |
Wind Fury | 9th | 15’ | 2X attacks with primary weapons, dam. +10 for D4 rounds. |
Fire Nova | 13th | 15’ | Sweeping Firestorm deals 10D6 to all enemies in range for 1round. |
Grounding | 13th | 10’ | Redirect one spell from target of Shaman’s choice in range to Totem. |
Cleansing Fire | 13th | 30’ | Restores all P.P./Life Force / Attributes to Full. |
Becoming a Shaman:
Only Humans from rustic or primitive societies, those of Ork blood, Vorgeel, or Lisshe may opt to become Shamans. These are the cultures that turn to their leadership and brand of faith for direction and to whom they lend their consciousness. The Shaman will be an individual chosen by the present Shaman or Shamans of a people to learn the ways of their ancestors and master the tools of spiritual and tribal leadership. The new Shaman must then dedicate himself to serving the needs of his people and using his power to advance their cause or increase their influence. In the process he will accept no healing from other Priests save Druids whom they see as complimentary though imperfect in their worship. The character must have a minimum of 12 Wisdom, 12 Strength, and 12 Charisma.
Advancing as a Shaman:
Once the Shaman has received his initial training he is then guided by the power of his faith. He need only return for specific training in the practice of his beliefs when he makes a title change. These are important points of celebration and there are important rituals of passage that must be followed. Outside of this he need only be trained formally in combat and this can be learned from any Warrior class who is at least one level above that in which the Shaman is training.
Shaman
Level |
Talisman Level | ||||||
1 | 2 | 3 | 4 | 5 | 6 | 7 | |
1 | 3 | – | – | – | – | – | – |
2 | 4 | – | – | – | – | – | – |
3 | 4 | 1 | – | – | – | – | – |
4 | 5 | 2 | – | – | – | – | – |
5 | 5 | 3 | 1 | – | – | – | – |
6 | 5 | 4 | 2 | – | – | – | – |
7 | 6 | 4 | 2 | 1 | – | – | – |
8 | 6 | 5 | 3 | 2 | – | – | – |
9 | 6 | 5 | 3 | 3 | 1 | – | – |
10 | 7 | 6 | 4 | 3 | 2 | – | – |
11 | 7 | 6 | 4 | 4 | 3 | 1 | – |
12 | 7 | 7 | 5 | 4 | 3 | 2 | – |
13 | 8 | 7 | 5 | 5 | 4 | 3 | 1 |
14 | 8 | 8 | 6 | 6 | 5 | 4 | 2 |
15 | 8 | 8 | 6 | 6 | 5 | 4 | 3 |
Talisman Table:
Talismans List:
1st | 2nd | 3rd | 4th | 5th | 6th | 7th |
Burning Hands | Augury | Create Water | Bloodlust | Commune | Break Enchant. | Acid Fog |
Detect Magik | Cure L. Wnds | Divination | Cure Disease | Con. Fire El. | Chain Healing | Elemental Swarm |
Detect Poison | Dust Devil | Earth Shock | Cure S. Wnds | Con. Water El. | Con. Air El. | Heal |
Endure Element | Ele. Resistance | El. Protection | Fire Shield | Dispel Magik | Con. Earth El. | Incendiary Cloud |
Jump | Enlarge | Far Sight | Frostbite | Earth Shield | Cure C. Wnds | Iron Body |
Obscuring Mist | Flametongue | Find Traps | Lightning Bolt | Ghost Form | Disintegrate | Legend Lore |
Purify Water | Magik Stone | Lightning Shield | Remove Curse | Identify | Horrid Wilting | Regeneration |
Rock Biter | Pro. F/ Arrows | Magik Res. | Sentry | R/ L Water | Purge | Reincarnation |
Sacred Vestment | Remove Fear | Neut. Poison | Tranquil Air | Solid Fog | Stone Tell | Wall of Ice |
Spirit Defense | Status | Water Shield | Water Walk | Spike Stones | Wall of Fire | Wind Walk |
Experience Table:
Experience | Level | Hit Dice (d8) |
0 | 1 | 1 |
3,000 | 2 | 2 |
6,000 | 3 | 3 |
11,000 | 4 | 4 |
22,000 | 5 | 5 |
44,000 | 6 | 6 |
80,000 | 7 | 7 |
130,000 | 8 | 8 |
210,000 | 9 | 9 |
260,000 | 10 | 10 |
320,000 | 11 | 11 |
395,000 | 12 | 12 |
515,000 | 13 | 13 |
Talisman Descriptions:
Level 1
Burning Hands [Invocation, Evocation, Fire]
Level: 1
Components: V, S
Casting Time: 3 segments
Range: 5 ft. (120 degree arc)
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Breath Weapon / Half
Magik Resistance: Yes
A jet of flames shoots from the fingertips of the Shaman either singly or together in a fan shape. Any creature in the area of the flames takes 1d4+2 points per caster level (maximum 20 points) of fire damage. Flammable materials burn if the flames touch them. A character affected by the flames can extinguish burning items as a full-round action.
Detect Magik [Divination]
Level: 1
Components: V, S
Casting Time: 1 round
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration
Saving Throw: None
Magik Resistance: No
You detect magikal auras and during the duration of the talisman these auras are made visible. The amount of information revealed depends on how long you study a particular area or subject.
1st Round
Detect the presence or absence of magikal auras.
2nd Round
Type of different magikal auras and the power level of the most potent aura.
Detect Poison [Divination]
Level: 1
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Magik Resistance: No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a Wisdom check. A character with the Skill (Chemistry) skill may try a Chemistry check as well. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Endure Elements [Invocation, Abjuration]
Level: 1
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 8 hours +1 hour per level
Saving Throw: Will negates (harmless)
Magik Resistance: Yes (harmless)
An individual protected by endure elements suffers no harm from being in a hot or cold environment. He/she can exist comfortably in conditions between -30 and 130 degrees Fahrenheit without having to make Constitution Checks. Damage is 1 point per point below or above the limits per hour of exposure. The individual’s equipment is likewise protected. Endure Elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. The Shaman may only use this on another if they are in possession of a sympathetic Mojo.
Jump [Invocation, Transmutation]
Level: 1
Components: V, S
Casting Time: 1 segment
Range: Touch
Target: Creature touched
Duration: 1 round./level
Saving Throw: Will negates (harmless)
Magik Resistance: Yes
The individual touched is empowered to leap once per round for the duration of the talisman. Leaps can be up to 30 feet forward or straight upward or 10 feet backward. Horizontal leaps forward or backward have only a slight arc, only two feet per ten feet of distance traveled. The talisman does not ensure safety in landing or grasping at the end of the leap.
Obscuring Mist [Invocation, Conjuration]
Level: 1
Components: V, S
Casting Time: 5 segments
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round /level
Saving Throw: None
Magik Resistance: No
A misty vapor arises around the caster. It is stationary once created. The vapor obscures all sight, including dark vision, beyond 5 feet. A creature 5 feet away has concealment (attack rolls are made at -2). Creatures farther away have total concealment (-4 to attack rolls, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds and a strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. This talisman does not function underwater.
Purify Water [Invocation, Transmutation]
Level: 1
Components: V, S
Casting Time: 1 round
Range: 10 ft.
Target: 1 cu. ft./level of contaminated food and water
Duration: Instantaneous
Saving Throw: Will negates (object)
Magik Resistance: Yes (object)
This talisman makes spoiled, rotten, poisonous, or otherwise contaminated water pure and suitable for drinking. This spell does not prevent subsequent natural or artificial spoilage. Unholy water and similar drink of significance is spoiled by purify water, but the spell has no effect on creatures of any type or upon magik potions. Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Rock Biter [Invocation, Transmutation]
Level: 1
Components: V, M
Casting Time: 3 segments
Range: Touch
Target: One touched non-magikal weapon
Duration: 1round+ 1 round /level
Saving Throw: Will negates (object)
Magik Resistance: Yes (object)
Your own non-magikal weapon is imbued with a +2 enhancement bonus on attack and damage rolls. These effects only occur when the weapon is wielded by the Shaman. If you do not wield it, the weapon behaves as if unaffected by this talisman.
Sacred Vestment [Invocation, Transmutation, Abjuration]
Level: 1
Components: V, M
Casting Time: 3 segments
Range: Touch
Target: Living creature touched
Duration: 1 turn /level
Saving Throw: None
Magik Resistance: Yes (harmless)
Sacred Vestment toughens the Shaman’s clothing. The effect grants a +2 enhancement bonus to the Shaman’s existing armor or clothing. This enhancement bonus increases by 1 for every three levels above 3rd, to a maximum of +5 at level 12. The enhancement bonus provided by sacred vestment stacks with the Shaman’s armor bonus, but not with other external enhancement bonuses (i.e. Phantom Armour, Bracers of Defense, etc.).
Spirit Defense [Invocation, Abjuration]
Level: 1
Components: V, S, M
Casting Time: 3 segments
Range: Touch
Target: Creature touched
Duration: 1 round + 1 round./level
Saving Throw: Will negates (harmless)
Magik Resistance: Yes (harmless)
This talisman creates a shimmering, magikal field around the touched creature that averts missile attacks. The talisman grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels (maximum +5 deflection bonus at 18th level). Material Component: sacred Mojo aligned to the Shaman’s faith.
Level 2
Augury [Divination]
Level: 2
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: Shaman
Duration: Instantaneous
An augury can tell you whether a particular action will bring good or bad results for the shaman or his allies in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per level of the shaman, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury 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).
* Nothing (for actions that don’t have especially good or bad results).
If the talisman fails, you get the “nothing” result. A shaman who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only three turns, 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. All auguries cast by the same person about the same topic use the same dice result as the first attempt. Material component: a set of marked sticks, bones, or similar tokens of at least 25 gp value.
Cure Light Wounds [Invocation, Animancy]
Level: 2
Components: V, S
Casting Time: 5 segments
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Magik Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Magik Resistance, and can attempt a Talismanic save to take half damage.
Dust Devil [Invocation, Conjuration, Air]
Level: 2
Components: V, S, M
Casting Time: 1 round
Range: 30 yards
Effect: Special
Duration: 2 rounds / level
Saving Throw: None
Magik Resistance: Yes
The shaman calls into this plane a minor air elemental to serve his purposes. The “dust devil” is AC 4, 2HD (16hp), MV180’ per round, with one attack for D4 points of damage. The elemental can be struck by non-magikal weapons for half damage and appears as a small whirlwind one foot in diameter at its base, five feet tall, and three to four feet across at the top. It moves as directed by the shaman but dissipates if it ever separated from the shaman by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small open flames of non-magikal origin. The dust devil can hold at bay or move any gaseous cloud or a creature in gaseous form. A mage or savant caught in the in the dust devil or its cloud while attempting to use spells or talismans must make a concentration check at -4. Material component: a handful of dirt, sand, dust, etc. cast into the air upon summoning.
Elemental Energy Resistance [Invocation, Abjuration]
Level: 2
Components: V, S
Casting Time: 7 segments
Range: Touch
Target: Creature touched
Duration: 1 turn /level
Saving Throw: Essence Check negates (harmless)
Magik Resistance: Yes (harmless)
This abjuration grants the target limited protection from damage of whichever one of four elemental energy types he selects: acid, cold, electricity, or fire The subject gains elemental resistance of10 points against the element type chosen, meaning that each time the target is subjected to such damage (whether from a natural or magikal source), that damage is reduced by 10 points before being applied to the target’s hit points. The value of the elemental protection granted increases to 20 points at 5th level, 30 points at 9th, and 40 points at 13th level. The talisman protects the recipient’s equipment as well. Elemental resistance absorbs only damage and therefore the subject could still suffer unfortunate side effects. The shaman may only use this on another if they are in possession of a sympathetic Mojo.
Enlarge [Invocation, Transmutation]
Level: 2
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft. /2 levels)
Target: Creature Touched (Humanoid)
Duration: 1 round /level
Saving Throw: Essence Check negates
Magik Resistance: Yes
This talisman causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magikal properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magikal properties of enlarged items are not increased by this spell. Multiple magikal effects that increase size do not stack. Enlarge counters and dispels reduction effects.
Flametongue [Invocation, Transmutation, Fire]
Level: 2
Components: V, S, M
Casting Time: 1 segment
Range: 0 ft.
Target: 1 Weapon
Duration: 1 round + 1 round /level
Saving Throw: None
Magik Resistance: Yes
The talisman calls forth a magikal flame of whatever color the Shaman chooses that wreaths the shaman’s weapon. Successful attacks with the enchanted weapon do normal damage plus 1d8 points of fire damage +1 point per two levels (maximum +10) of the Shaman. Although the flame does no harm to the actual weapon so enchanted or to the flesh of the shaman the flametongue can ignite combustible materials such as parchment, straw, dry sticks, and cloth. This talisman does not function underwater.
Magik Stone [Invocation, Transmutation, Earth]
Level: 2
Components: V, S, M
Casting Time: 3 segments
Range: Touch
Targets: Up to three pebbles touched
Duration: 3 turns or until discharged
Saving Throw: Essence (harmless, object)
Magik Resistance: Yes (harmless, object)
The shaman transmutes as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range of 20 feet. If slung, treat them as sling bullets (range of 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack, and all three may be thrown in one round. Each stone that hits deals 1d6+1 points of damage, or 2d6+2 points if the target is undead.
Protection from Arrows [Invocation, Abjuration]
Level: 2
Components: V, S, F
Casting Time: 3 segments
Range: Touch
Target: Creature touched
Duration: 1 turn/level or until discharged
Saving Throw: Will negates (harmless)
Magik Resistance: Yes (harmless)
The warded creature gains resistance to ranged weapons. The subject gains damage reduction of 10 points versus ranged weapons. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged. The projectiles will essentially bounce harmlessly off the target while the talisman is in effect. Shamans may only cast this on another if they are in possession of a Mojo.
Remove Fear [Invocation, Abjuration]
Level: 2
Components: V, S
Casting Time: 5 segments
Range: Close (25 ft. + 5 ft. /2 levels)
Targets: One creature plus one / four levels
Duration: 1 turn / level; see text
Saving Throw: Will negates (harmless)
Magik Resistance: Yes (harmless)
You instill courage in the target, granting it a +4 morale bonus against fear effects for 1 turn per level. If the subject is under the influence of a fear effect when receiving the talisman, that effect is suppressed for the duration of the talisman. Remove fear counters and dispels cause fear. Shamans may only cast this on another if they are in possession of a sympathetic Mojo.
Status [Divination]
Level: 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One living creature touched per three levels
Duration: 1 turn /level
Saving Throw: Essence negates (harmless)
Magik Resistance: Yes (harmless)
When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the targets and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the talisman has been cast upon the subjects, the distance between them and the shaman does not affect the spell as long as they are within one mile and on the same plane of existence. If a subject leaves the radius, the plane, or if it dies, the talisman ceases to function for it. Only those who have a sympathetic Mojo can be so monitored.
Level 3
Create Water [Invocation, Conjuration, Water]
Level: 3
Components: V, S
Casting Time: 1 round
Range: 25 ft. + 5 ft. /2 levels
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Magik Resistance: No
This talisman generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Divination [Divination]
Level: 3
Components: V, S, M
Casting Time: 1 turn
Range: 0
Target: Shaman
Duration: Instantaneous
Saving Throw: None
Magik Resistance: No
Similar to Augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per level of shaman, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magik yielding false information is at work. As with augury, multiple divinations about the same topic by the same shaman use the same dice result as the first divination and yield the same answer each time. Material Component: Incense worth at least 25 gp, which is burned at the time of calling the talisman.
Earth Shock [Invocation, Evocation, Earth]
Level: 3
Components: V, S, M
Casting Time: 1 standard action
Range: 40 ft + 10 ft /level
Area: 40-ft. radius
Duration: 1 round/level
Saving Throw: Half
Magik Resistance: Yes
The talisman causes a rolling and bucking force to ripple through the ground in the area of effect. All creatures in the area of effect suffer d8+1 point per level of the shaman. Those individuals with a sympathetic Mojo avoid damage effects only. While the talisman is in effect anyone attempting to cast a spell or call a talisman must make an automatic concentration check. This does not apply to the activation of an item or natural spell like abilities. Furthermore, while active, no one within the talisman’s area of effect gains a dexterity bonus to armor class. Material Component: A handful of earth which is consumed when the talisman is called.
Elemental Energy Protection [Invocation, Abjuration]
Level: 3
Components: V, S
Casting Time: 5 segments
Range: Touch
Target: Creature touched
Duration: 1 turn /level
Saving Throw: Essence Check negates (harmless)
Magik Resistance: Yes
Elemental Energy Protection grants temporary immunity to the type of elemental energy specified when the shaman calls it (acid, cold, electricity, or fire). When the spell absorbs 7 points of damage per level of shaman(to a maximum of 70 points at 10th level), it is discharged. Note: Protection from energy overlaps (and does not stack with) resist elements. Shamans may only cast this on another if they are in possession of a sympathetic Mojo.
Far Sight [Divination]
Level: 3
Components: V, S, M (special)
Casting Time: 1 hour
Range: 100 yards + 10 yards / level
Target: Shaman
Duration: 1 round /level
Saving Throw: None
Magik Resistance: Yes
By means of this talisman the Shaman is able to change his point of view to a location that is within his line of sight so that he sees the landscape from the perspective of the target location. The shaman can effectively use this so long as he can make a reasonable guess as to the point where he wishes to center the talisman. For example a shaman looking down from a mountain side sees a forested valley. He cannot see into the trees but he can make a reasonable guess as to where the talisman will be centered thereby gaining a view of the forest at that location. Likewise the shaman could pinpoint a location just beyond a door even though he cannot see through it. Any farther than just beyond the door could not be pinpointed. The talisman does not modify the visual abilities of the Shaman so if he does not have Dark Vision and he looks into an area that has no light then his ability to discern anything would be seriously hampered. Furthermore, no auditory functions accompany the talisman so the shaman can neither speak nor hear at the location. No Talismans can be cast as with some divination talismans and spells to the spot unless the range of the target location is within range from the shaman’s current location. This talisman causes the entire visual horizon of the shaman to be filled with the image so that he cannot see anything within his immediate vicinity. Material component: No component is needed to call the talisman but if a round polished white moonstone is used then the Shaman gains the benefit of Low-Light Vision. If a round polished red moonstone is used the shaman gains the benefit of Dark Vision, and if a round polished blue moonstone is used then he is able to both the point of his far sight and his local surroundings as the image is in his mind’s eye. Only one type of moonstone may be used with any calling.
Find Traps [Divination]
Level: 3
Components: V, S
Casting Time: 1 round
Range: 30 yards
Area: 10 foot path
Duration: 3 turns
Saving Throw: None
Magik Resistance: Yes
When the shaman calls into effect the Find Traps talisman, all traps (concealed normally or magikally) either of magikal or mechanical nature; become apparent to him. Note that this talisman is directional and the caster must face the desired direction in order to determine if a trap is laid in that particular direction. A trap is any device or magikal ward that meets three criteria: it can inflict a sudden or unexpected result, the shaman would view the result of the as undesirable or harmful, and the harmful or undesirable result was specifically intended as such by the creator. Thus traps include alarms, glyphs, and similar spells, talismans or devices. The shaman learns the general nature of the trap but not the exact effect nor how to disarm it. Note that the divination is limited to the shaman’s knowledge of what might be unexpected and harmful. The talisman does not detect traps that have been disarmed or are otherwise inactive.
Lightning Shield [Invocation, Abjuration, Electrical]
Level: 3
Components: V, S
Casting Time: 5 segments
Range: 25 ft. + 5 ft. /2 levels
Target: One creature
Duration: 1 round + 2 rounds /level
Saving Throw: Half, Essence Check negates
Magik Resistance: Yes
The shaman is surrounded by three small balls of lightning, approximately eight (8) inches in diameter. When any ranged weapon, spell, or melee attack deals direct damage to the shaman, excluding area of effect abilities, talismans or spells, the attacker will be hit by 3d6 points +1 point per level of electrical damage; applicable resistances apply. Successful saves against damage affect only Dice damage. When all three balls have been expended the talisman ceases its’ effects. The protection of Lighting Shield stacks with other shield talismans. Shamans may only cast this on another if they are in possession of a sympathetic Mojo.
Magik Resistance [Invocation, Abjuration]
Level: 3
Components: V, S, M
Casting Time: 1 round
Range: 0
Target: Shaman
Duration: 1 round /level
Saving Throw: Essence Check negates (harmless)
Magik Resistance: Yes
This talisman creates a temporary defensive barrier around the shaman that renders him impervious to 1st and 2nd level spells and talismans. While this talisman is in effect no 1st or 2nd level spell or talisman can affect him no matter if it is from an enemy or an ally. Area of effect spells or talismans will cause no direct damage or effect to the shaman but that will not prevent the spell or talisman from affecting the environment and by extension causing negative effects which the shaman may have to contend. E.x. a produce flame thrown at a shaman standing on an ice flow will not cause fire damage to the shaman but with the ice now melted and gone the shaman will be focused on trying to stay afloat in freezing water. Material Component: sacred Mojo aligned to the Shaman’s faith.
Neutralize Poison [Invocation, Animancy]
Level: 3
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Creature or object of up to 1 cu. ft. /level
Duration: 1 turn /level
Saving Throw: None
Magik Resistance: Yes
You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the talisman does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. The creature is immune to any poison it is exposed to during the duration of the spell. A target so protected need not make any saves against poison effects applied to it during the length of the talisman. This talisman can also neutralize the poison in a poisonous creature or object for the duration of the talisman at the shaman’s option.
Water Shield [Invocation, Abjuration, Water]
Level: 3
Components: V, S
Casting Time: 5 segments
Range: 0
Target: Shaman
Duration: 1 round /level
Saving Throw: None
Magik Resistance: No
The shaman is surrounded by three small balls of water, approximately eight (8) inches in diameter. When any ranged weapon, spell, or melee attack deals direct damage to the shaman, the shaman is healed for d8points +1 point per level of the shaman. When all three balls have been expended the talisman ceases its’ effects. The protection of Water Shield stacks with other shield talismans.
Level 4
Bloodlust [Invocation, Conjuration, Transmutation]
Level: 4
Components: V, S, M
Casting Time: 1 round
Range: 0
Area: 20’ radius centered on shaman
Duration: 1 round /level
Saving Throw: Essence Check negates
Magik Resistance: Yes
The spirits of ancient warriors have been called to imbue him and any allies in possession of a sympathetic Mojo with bloodlust for battle. The talisman causes all those in the area of effect to gain +4 to their Strength and Dexterity scores, increase one level on size chart and one level on the Attack Table. Furthermore, all those affected gain an additional +2 to saves vs. Fear, Mentalism, Talismans, Necromancy and Charm; and those under the influence of Bloodlust are not subject to Morale checks. Beneficiaries also regenerate d4 points per round while the talisman is in effect. Material component: the shaman must draw blood from himself in the process of calling the talisman.
Cure Disease [Invocation, Animancy]
Level: 4
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Magik Resistance: Yes
This talisman cures all diseases that the subject is suffering from. The talisman also kills parasites, including green slime and similar creatures. Certain special diseases may not be countered by this talisman or may be countered only by a shaman of a certain level or higher. Note: Since the spell’s duration is instantaneous, it does not prevent re-infection after a new exposure to the same disease at a later date.
Cure Serious Wounds [Invocation, Animancy]
Level: 4
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Magik Resistance: Yes
When laying his hand upon a living creature, the Shaman channels positive energy that cures 3d8 points of damage. This talisman will stabilize any creature below 0 Hit Points and will restore any creature to consciousness up to -6 Hit Points. Since undead are powered by negative energy, this talisman deals damage to them instead of curing their wounds. An undead creature can apply Magik Resistance, and can attempt a Talisman save to take half damage.
Fire Shield [Invocation, Abjuration, Fire]
Level: 4
Components: V, S
Casting Time: 5 segments
Range: 25 ft. + 5 ft. /2 levels
Target: One creature
Duration: 1 round + 3 rounds /level
Saving Throw: Half, Essence Check negates
Magik Resistance: Yes
The shaman is surrounded by three small balls of lightning, approximately eight (8) inches in diameter. When any ranged weapon, spell, or melee attack deals direct damage to the shaman, excluding fire based attacks, the attacker will be hit by 6d6 points +1 point per level of fire damage; applicable resistances apply. Successful saves against damage affect only Dice damage. Furthermore, any cold-based attacks or effects against the shaman are saved against with a +2 bonus. When all three balls have been expended the talisman ceases its’ effects. The protection of Fire Shield stacks with other shield talismans. Shamans may only cast this on another if they are in possession of a sympathetic Mojo.
Frostbite [Invocation, Evocation, Cold]
Level: 4
Components: V, S
Casting Time: 3 segments
Range: 60 ft.
Area: Cone-shaped burst (hand)
Duration: Instantaneous / 1 round per level
Saving Throw: Half
Magik Resistance: Yes
A terrible chill passes through all living creatures in the area of effect. All those who fail their saving throw immediately have their movement halved for the duration of the talisman. Furthermore, targets in the area of effect are subjected to 6d6 points of cold damage. This talisman has no effect on the undead or non-living creatures (ex. Golems, devils, and demons, etc.) but does affect even cold-based creatures.
Lightning Bolt [Invocation, Evocation, Lightning]
Level: 4
Components: V, S
Casting Time: 5 segments
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Half
Magik Resistance: Yes
The shaman releases a powerful stroke of electrical energy that deals 1d6 points of electricity damage per level (maximum 10d6) to each creature within its area. The bolt begins at his fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
Remove Curse [Invocation]
Level: 4
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Essence Check negates
Magik Resistance: Yes
Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the talisman typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this talisman or may be countered only by a shaman of a certain level or higher.
Sentry [Invocation, Divination]
Level: 4
Components: V, S, M
Casting Time: 1 turn
Range: 400 ft. + 40 ft. /level
Area: 20’ radius around Mojo
Duration: 1 hour /level
Saving Throw: None
Magik Resistance: No
This powerful divination is laid upon a Mojo, which in turn is left at some locale. For the duration of the talisman the shaman can concentrate (1 standard action requiring a round of full concentration) and in his mind’s eye see the area of effect around the Mojo as if he were standing in that location. Furthermore, the shaman can announce one particular type of creature (Orks, trolls, lions, etc.) when calling the talisman and if that creature comes within the area of effect the shaman will receive a warning. The warning will be in the shaman’s mind and receiving it does not cost the shaman an action.
The talisman does not modify the visual abilities of the Shaman so if he does not have Dark Vision and he looks into an area that has no light then his ability to discern anything would be seriously hampered. Furthermore, no auditory functions accompany the talisman so the shaman can neither speak nor hear at the location. No Talismans can be cast to the spot as with some divination talismans and spells unless the range of the target location is within range from the shaman’s current location. If at any time the shaman moves beyond the range of the talisman or if the Mojo is destroyed, the effect is cancelled.
Tranquil Air [Invocation, Abjuration, Air]
Level: 4
Components: V, S
Casting Time: 1 round
Range: 0
Area: Special (see below)
Duration: 1 turn /level
Saving Throw: None
Magik Resistance: No
When this talisman is invoked the shaman creates a zone of protection around himself that affords three benefits. The shaman and those allied to him in possession of a sympathetic Mojo cannot be the subject of attacks by wandering monsters; such creatures simply wander away from the area before coming into contact with the shaman or opt not to enter an area within forty (40) feet. Also, while in effect any creature attempting to melee with or cast spells or talismans at the Shaman must make a save vs. Gaze Attacks or choose an alternate target. Finally, while Tranquil Air is in effect the shaman and any allies in possession of a sympathetic Mojo cannot be scryed or be the subject of any divination spells or talismans. The shaman cannot engage in melee combat or use any direct damage talismans (this includes area of effect damage), spell like abilities or devices that cause damage or else the talisman is negated. He may use any healing, divination, or non-lethal talismans and totems without compromising the spirit of Tranquil Air.
Water Walk [Invocation, Transmutation]
Level: 4
Components: V, S
Casting Time: 1 round
Range: Touch
Targets: One touched creature/title
Duration: 1 turn /level
Saving Throw: Essence Check negates
Magik Resistance: Yes
The transmuted subject can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the talisman is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.
Level 5
Commune [Divination]
Level: 5
Components: V, S, M
Casting Time: 1 turn
Range: 0
Target: Shaman
Duration: 1 round/level
Saving Throw: None
Magik Resistance: No
The shaman seeks to make contact with the spirits of his people and ask questions that can be answered by a simple yes or no. He is allowed one such question per level. The answers given are correct within the limits of the spirit’s knowledge. “Unclear” is a legitimate answer, because powerful as they are, the ancient spirits are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the spirit’s interests, a short phrase (five words or less) may be given as an answer instead. The talisman, at best, provides information to aid character decisions. The spirits contacted structure their answers to further their own purposes. If a character lags, discuss the answers, or goes off to do anything else, the talisman ends. Material Component: Incense worth at least 50 gp that must be burned during the calling.
Conjure Fire Elemental [Invocation, Conjuration, Fire]
Level: 5
Components: V, S, M
Casting Time: 1 turn
Range: 30’
Area: 100 ft +10 ft / level
Duration: 1 turn /level
Saving Throw: None
Magik Resistance: No
This talisman opens a portal to the Elemental Plane of Fire and summons a Large Elemental (8+8 HD) from it. The elemental, once summoned, must be controlled by the shaman and this requires concentration, but the shaman is still permitted one of two options: he may fight alongside the Elemental and maintain control or he may use talismans in support of the Elemental’s efforts. The Elemental is sentient and has a Low intelligence so it can obey simple commands by the shaman. If the shaman moves beyond the area of effect the Elemental will be freed from its servitude and will turn on the shaman, otherwise at the end of the talisman’s duration or if the Elemental is reduced to zero (0) hit points, another portal will open and the Elemental will depart, its service ended. If a shaman performs the conjuration with a fire opal (1000 gp), he may bind an Elemental to a particular location for the duration of the talisman and give it one basic command, i.e. guard this door, attack anyone coming down the hall, etc. The fire opal is consumed in the calling of the talisman. Material Component: An open flame which acts at the point of the planar portal.
Conjure Water Elemental [Invocation, Conjuration, Water]
Level: 5
Components: V, S, M
Casting Time: 1 turn
Range: 30’
Area: 100 ft +10 ft / level
Duration: 1 turn /level
Saving Throw: None
Magik Resistance: No
This talisman opens a portal to the Elemental Plane of Water and summons a Large Elemental (8+8 HD) from it. The elemental, once summoned, must be controlled by the shaman and this requires concentration, but the shaman is still permitted one of two options: he may fight alongside the Elemental and maintain control or he may use talismans in support of the Elemental’s efforts. The Elemental is sentient and has a Low intelligence so it can obey simple commands by the shaman. If the shaman moves beyond the area of effect the Elemental will be freed from its servitude and will turn on the shaman, otherwise at the end of the talisman’s duration or if the Elemental is reduced to zero (0) hit points, another portal will open and the Elemental will depart, its service ended. If a shaman performs the conjuration with an aquamarine(1000 gp), he may bind an Elemental to a particular location for the duration of the talisman and give it one basic command, i.e. guard this door, attack anyone coming down the hall, etc. The aquamarine is consumed in the calling of the talisman. Material Component: A body of water of at least fifty (50) gallons which acts at the point of the planar portal.
Dispel Magik [Invocation, Abjuration]
Level: 5
Components: V, S
Casting Time: 3 segments
Range: Medium (100 ft. + 10 ft./level)
Target or Area: Special, see below
Duration: Instantaneous
Saving Throw: None
Magik Resistance: No
You can use dispel magik to end ongoing spells or talismans that have been cast on a creature or object, to temporarily suppress the magikal abilities of a magik item, to end ongoing spells or talismans (or at least their effects) within an area, or to counter another magik user. A dispelled spell or talisman ends as if its duration had expired. Some spells or talismans, as detailed in their descriptions, can’t be defeated by dispel magik. Dispel magik can dispel (but not counter) spell-like effects just as it does spells. Note: The effect of a spell or talisman with an instantaneous duration can’t be dispelled, because the magikal effect is already over before the dispel magik can take effect. You choose to use dispel magik in one of three ways: a targeted dispel, an area dispel, or a counter-magik:
Targeted Dispel
One object, creature, or spell is the target of the dispel magik spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The numerical standard for the dispel check is 11 + the magik user’s level. If you succeed on a particular check, the magik is dispelled; if you fail, the magik remains in effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the magik that conjured the object or creature. If the object that you target is a magik item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magikal properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes non-magikal for the duration of the effect. An inter-dimensional interface (such as a bag of holding) is temporarily closed. A magik item’s physical properties are unchanged: A suppressed magik sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magik such as this. You automatically succeed on your dispel check against any magik that you cast yourself.
Area Dispel
When dispel magik is used in this way, the spell affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magik spell so far as that target is concerned) or until you fail all your checks. The creature’s magik items are not affected. For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magik items are not affected by an area dispel. For each ongoing area of effect spell whose point of origin is within the area of the dispel magik spell, you can make a dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the dispel magik spell, you can make a dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object. You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counter-magik
When dispel magik is used in this way, the spell targets a magik user and is cast as a counter-magik. In this fashion the dispel magik may not work; you must make a dispel check to counter the other magik user’s spell or talisman. The counter-magik is guaranteed to succeed if it is cast against a magik user two or more levels lower than the shaman and the magik used is of lower than fifth level. It has a guaranteed failure if it cast against a magik user two or more levels higher than the shaman and the magik used is of seventh level or higher.
Earth Shield [Invocation, Abjuration, Earth]
Level: 4
Components: V, S
Casting Time: 5 segments
Range: 25 ft. + 5 ft. /2 levels
Target: One creature
Duration: 1 round + 3 rounds /level
Saving Throw: None, Essence Check negates
Magik Resistance: No
The target is surrounded by three small balls of rock, approximately eight (8) inches in diameter. While in effect the shaman gains a +5 to his armor class against all ranged and melee attacks. Furthermore, all concentration checks are made at +5. The protection of Earth Shield stacks with other shield talismans. Shamans may only cast this on another if they are in possession of a sympathetic Mojo.
Ghost Form [Invocation, Transmutation]
Level: 5
Components: S, M
Casting Time: 1 round
Range: 0
Target: shaman
Duration: 2 rounds / level
Saving Throw: None
Magik Resistance: No
The spirits of the past allow the shaman and all his gear to become semi-corporeal and translucent. His material armor (including natural armor) becomes worthless, though his size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The shaman’s starting armor class when in Ghost Form is 0 and he gains damage reduction of -10 points per successful attack and becomes immune to poison and critical hits. He cannot attack or call talismans with verbal, somatic, material, or focus components while in ghost form. The shaman also loses supernatural abilities while in ghost form. If he has a touch talisman ready to use, that talisman is discharged harmlessly when Ghost Form takes effect. While the shaman is in Ghost Form the shaman is able to move at triple his normal movement rate and is unaffected by terrain and weather condition modifiers. Material Component: the shaman must have a relic of his people, i.e. bone of a former shaman, sacred medicine bag, necklace of teeth from a slain enemy of the people, etc.
Identify [Invocation, Divination]
Level: 5
Components: V, S
Casting Time: 1 turn
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Magik Resistance: No
The talisman taps into the wisdom of the spirits who reveal all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact.
Raise / Lower Water [Invocation, Transmutation]
Level: 5
Components: V, S
Casting Time: 1 standard action
Range: 400 ft. + 40 ft. /level
Area: Water by volume: 10 ft. by 10 ft. by 2 ft. /level
Duration: 1 turn /level
Saving Throw: None; see text
Magik Resistance: No
Lower Water
This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to shaman level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (save vs. Talisman). The spell has no effect on other creatures.
Raise Water
This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats lifted in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.
Solid Fog [Invocation, Evocation]
Level: 5
Components: V, S
Casting Time: 7 segments
Range: 100 ft. + 10 ft / level
Area: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 round /level
Saving Throw: None
Magik Resistance: No
A bank of fog billows out from the point the shaman designates. The fog obscures all sight, including Dark Vision, beyond 5 feet. Anyone within 5 feet has concealment (attacks are made at -4). Anyone farther away have total concealment (attacks are made at -8, and the attacker can’t use sight to locate the target). The solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step (in melee) while in solid fog. However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Spike Stones [Invocation, Transmutation]
Level: 5
Components: V, S
Casting Time: 1 round
Range: 100 ft. + 10 ft. /level
Area: One 20-ft. square/level
Duration: 1 hour/level
Saving Throw: Half
Magik Resistance: Yes
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Spike stones impede progress through an area and deal damage. Any creature moving one foot into or through the talisman’s area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this talisman must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives cure magik spell (which also restores lost hit points). Another character can remove the penalty by taking 1 turn to dress the injuries. Spike Stones is a magic trap that can’t be disabled with mundane skills
Level 6
Break Enchantment [Invocation, Abjuration]
Level: 6
Components: V, S
Casting Time: 1 round
Range: 25 ft. + 5 ft. /2 levels
Targets: One creature per level within Area of Effect
Duration: Instantaneous
Saving Throw: See text
Magik Resistance: No
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the talisman, spell, curse, or effect. For a cursed magic item, the DC is 25. If the spell is one that cannot be dispelled by dispel magik, break enchantment works only if that spell or talisman is 5th level or lower. If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.
Chain Healing [Invocation, Animancy]
Level: 6
Components: V, S
Casting Time: 1 round
Range: Touch, 15 ft from primary target
Target: Up to three creatures
Duration: Instantaneous
Saving Throw: None
Magik Resistance: Yes
This powerful talisman allows the Shaman to channel healing power to multiple targets. The shaman calls the talisman and touches his first target who receives 3d8+5 hit points per level of caster. The power then jumps to a friendly target within 5 yards who has the greatest current HP deficit and heals that person for 50% of the original healing total. The talisman jumps yet again to a third and final target within 5 yards of the second beneficiary who has the greatest current HP deficit and heals that person for 25% of the original healing total. The healing effect will only jump to individuals in possession of a sympathetic Mojo. Note: After the first target, it is possible that the shaman will be the secondary target but regardless the talisman will not heal one person more than once per calling. The healing provided by this talisman functions in the same fashion as Cure Serious Wounds for considerations of stabilization and for healing targets below 0 Hit Points. If there is no other friendly target within range then the talisman dissipates.
Conjure Air Elemental [Invocation, Conjuration, Air]
Level: 6
Components: V, S, M
Casting Time: 1 turn
Range: 30’
Area: 100 ft +20 ft / level
Duration: 1 turn /level
Saving Throw: None
Magik Resistance: No
This talisman opens a portal to the Elemental Plane of Air and summons a Large Elemental (8+8 HD) from it. The elemental, once summoned, must be controlled by the shaman and this requires concentration, but the shaman is still permitted one of two options: he may fight alongside the Elemental and maintain control or he may use talismans in support of the Elemental’s efforts. The Elemental is sentient and has a Low intelligence so it can obey simple commands by the shaman. If the shaman moves beyond the area of effect the Elemental will be freed from its servitude and will turn on the shaman, otherwise at the end of the talisman’s duration or if the Elemental is reduced to zero (0) hit points, another portal will open and the Elemental will depart, its service ended. If a shaman performs the conjuration with a diamond(1000 gp), he may bind an Elemental to a particular location for the duration of the talisman and give it one basic command, i.e. guard this door, attack anyone coming down the hall, etc. The diamond is consumed in the calling of the talisman. Material Component: There must be a breathable quantity of air which acts at the point of the planar portal.
Conjure Earth Elemental [Invocation, Conjuration, Earth]
Level: 6
Components: V, S, M
Casting Time: 1 turn
Range: 30’
Area: 100 ft +20 ft / level
Duration: 1 turn /level
Saving Throw: None
Magik Resistance: No
This talisman opens a portal to the Elemental Plane of Earth and summons a Large Elemental (8+8 HD) from it. The elemental, once summoned, must be controlled by the shaman and this requires concentration, but the shaman is still permitted one of two options: he may fight alongside the Elemental and maintain control or he may use talismans in support of the Elemental’s efforts. The Elemental is sentient and has a Low intelligence so it can obey simple commands by the shaman. If the shaman moves beyond the area of effect the Elemental will be freed from its servitude and will turn on the shaman, otherwise at the end of the talisman’s duration or if the Elemental is reduced to zero (0) hit points, another portal will open and the Elemental will depart, its service ended. If a shaman performs the conjuration with an emerald(1000 gp), he may bind an Elemental to a particular location for the duration of the talisman and give it one basic command, i.e. guard this door, attack anyone coming down the hall, etc. The emerald is consumed in the calling of the talisman. Material Component: A body of land of at least fifty (50) square feet which acts at the point of the planar portal.
Cure Critical Wounds [Invocation, Animancy]
Level: 6
Components: V, S
Casting Time: 5 segments
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Magik Resistance: Yes
When laying his hand upon a living creature, the Shaman channels positive energy that cures 4d8 points of damage. This talisman will stabilize any creature below 0 Hit Points and will restore any creature to consciousness up to -9 Hit Points. Since undead are powered by negative energy, this talisman deals damage to them instead of curing their wounds. An undead creature can apply Magik Resistance, and can attempt a Talisman save to take half damage.
Disintegrate [Invocation, Transmutation]
Level: 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Yes, Half
Magik Resistance: Yes
The shaman calls upon the very life force of the spirits in order to destroy his enemy by draining them entirely of their own. He must make a successful touch attack to hit. Any creature struck by the shaman takes 2d6 points of damage per level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. When used against an object, the talisman simply disintegrates as much as one 10-foot cube of non-living matter. Thus, the talisman disintegrates only part of any very large object or structure targeted. The talisman affects even objects constructed entirely of force, such as Forceful Hand or a Wall of Force, but not magical effects such as a Globe of Invulnerability or an Antimagic field. A creature or object that makes a successful Talisman save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Material Component: the shaman must have a relic of his people, i.e. bone of a former shaman, sacred medicine bag, necklace of teeth from a slain enemy of the people, etc. Undead are entirely unaffected by this spell.
Horrid Wilting [Invocation, Necromancy]
Level: 6
Components: V, S, M
Casting Time: 7 segments
Range: 400 ft. + 40 ft. /level
Area: 60’ sphere centered on initial target
Duration: Instantaneous
Saving Throw: Half
Magik Resistance: Yes
The spirits of the past can be cruel with their power. This talisman evaporates moisture from the body of each subject living creature within the area of effect; dealing 1d6 points of damage per caster level (maximum 20d6). This talisman is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per level (maximum 20d8). Likewise the talisman has no effect on the undead, Earth, Air, or Fire Elementals and like creatures, or on non-living entities such as golems. Material Component: A handful of dust which is thrown into the air upon the calling of the talisman. Those in possession of a sympathetic Mojo are protected and immune from the effects of the talisman.
Purge [Invocation, Abjuration]
Level: 6
Components: V, S
Casting Time: 1 round
Range: 10 ft. / level
Area: 30 ft. sphere
Duration: 2 rounds /Title
Saving Throw: Talisman
Magik Resistance: Yes
This potent talisman creates a dampening effect on any beneficial spell, talisman, or spell like effects. Those within the area of effect gain a saving throw and if this fails then all such effects, including those provided by magikal items (ring of protection, armor, cloak of displacement, etc.) are nullified for the duration of the talisman. There may be some effects that cannot be countered by Purge based on the judgment of the DM or a check against those effects may be required, i.e. Protection afforded by a Holy Weapon, or a spell or talisman cast by a particularly high level enemy. Those in possession of a sympathetic Mojo are protected and immune from the effects of the talisman.
Stone Tell [Invocation, Divination, Earth]
Level: 6
Components: V, S
Casting Time: 1 turn
Range: 0
Target: Shaman
Duration: 1 round/level
Saving Throw: None
Magik Resistance: No
The shaman taps the energies of the earth and gains the ability to speak with stones, which relate to him who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for but with generally be compliant. The shaman can speak with natural or worked stone.
Wall of Fire [Invocation, Evocation, Fire]
Level: 6
Components: V, S
Casting Time: 1 round
Range: 100 ft. + 10 ft. /level
Effect: Opaque sheet of flame, Special see below
Duration: Concentration + 1 round/level
Saving Throw: None
Magik Resistance: Yes
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by the shaman, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures. The Wall can be up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)
Level 7
Acid Fog [Invocation, Conjuration]
Level: 7
Components: V, S
Casting Time: 1 round
Range: 100 ft. + 10 ft. /level
Effect: Fog spreads in 30-ft. radius, 30 ft. high
Duration: 1 round/level
Saving Throw: None
Magik Resistance: No
Acid fog creates a billowing mass of misty vapors similar to that produced by a Solid Fog talisman. In addition to slowing creatures down and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you call the talisman, the fog deals 2d6 points of acid damage to each creature and object within it.
Elemental Swarm [Invocation, Conjuration]
Level: 7
Components: V, S
Casting Time: 1turn
Range: 100 ft. + 10 ft. /level
Effect: Two or more summoned creatures
Duration: 1 turn /level
Saving Throw: None
Magik Resistance: No
This talisman opens a portal to an Elemental Plane and summons elementals from it. A shaman can choose the plane (Air, Earth, Fire, or Water). When the talisman is complete, 2d4 Large Elementals (6HD) appear. One turn later, 1d4 Huge (8HD) Elementals appear. One turn after that, one Greater Elemental (12HD) appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve the shaman for the duration of the talisman. The Elementals are sentient and have a Low intelligence so they can obey simple commands by the shaman. The Elementals obey the shaman explicitly and never attack him, even if someone else manages to gain control over them. During the duration of the talisman the shaman must maintain concentration in order to control the Elementals, and may take no actions save for a five foot step each round. If at any time the shaman’s concentration is broken, via a melee, ranged, or magikal attack the Elementals will advance to the planar portal in order to leave the current plane and return. It may be that the Elementals are required to fight their way back to the portal and they will destroy anyone or anything in their path to achieve this goal. Any creature wearing a sympathetic Mojo will not be harmed so long as they do not seek to impede the Elementals. Barring any break in concentration the shaman can dismiss the Elementals singly or in groups at any time or wait out the duration of the talisman.
Heal [Invocation, Animancy]
Level: 7
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None, Special see below
Magik Resistance: Yes
Heal enables the shaman to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blindness, confusion, dazedness, dazzled, deafness, disease, exhaustion, fatigue, feeblemindedness, insanity, nausea, sickness, stunned, and poisoning. It also cures 10 hit points of damage per level of the shaman, to a maximum of 150 points at 15th level. Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points. If used against the undead the talisman deals 10 points of damage per shaman level (to a maximum of 150 points at 15th level) but cannot take a creature below 1 HP. The undead target may make a save vs. talisman to take half damage.
Incendiary Cloud [Invocation, Conjuration]
Level: 7
Components: V, S
Casting Time: 1 round
Range: 100 ft. + 10 ft. /level
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Half, Breath Weapon
Magik Resistance: No
An Incendiary Cloud talisman creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a Solid Fog does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on the shaman’s turn each round. All targets can make a Breath Weapon save each round to take half damage. As with a Cloudkill spell, the smoke moves away from the shaman at 10 feet per round. Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from where the shaman was when the talisman was first called. By concentrating, the shaman can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond his maximum range dissipates harmlessly; reducing the remainder’s spread thereafter. As with Solid Fog, wind disperses the smoke, and the talisman cannot be cast underwater.
Iron Body [Invocation, Transmutation]
Level: 7
Components: V, S, M
Casting Time: 5 segments
Range: 0
Target: Shaman
Duration: 1 min. /level
Saving Throw: None
Magik Resistance: No
This spell transforms the shaman’s body into living iron, which grants him several powerful resistances and abilities. He gains damage reduction of 15 points per successful attack and has an AC of -1. His is immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells, talismans or attacks that affect his physiology or respiration, because he has no physiology or respiration while the talisman is in effect. The shaman takes only half damage from acid and fire of all kinds. However, he also becomes vulnerable to all special attacks that affect iron golems.
The shaman also gains a +6 enhancement bonus to his Strength score, but takes a -6 penalty to Dexterity as well (to a minimum Dexterity score of 3), and his speed is reduced to half normal. He cannot drink (and thus can’t use potions) or play wind instruments. The shaman’s weight increases by a factor of ten, causing him to sink in water like a stone. Careful, fine or delicate work with the hands is impossible while the talisman is in effect which includes the handling of small items such at material components, healing gear, etc. Material Component: an iron ring worn on either hand.
Legend Lore [Invocation, Divination]
Level: 7
Components: V, S, M
Casting Time: See text
Range: 0
Target: Shaman
Duration: See text
Saving Throw: None
Magik Resistance: No
Legend lore brings to the shaman’s mind legends about an important person, place, or thing. If the person or thing is at hand, or if he is in the place in question, the casting time is only 1d4×10 minutes. If he has only detailed information on the person, place, or thing, the casting time is 1d4 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If the shaman knows only rumors, the casting time is 2d6 days, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).
During the casting, the shaman cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to mind. These may be legends that are still current, legends that have been forgotten or even information that has never been generally known. If the person, place, or thing is not of legendary importance, there is no gain of information. As a rule of thumb, characters who are 11th level and higher are “legendary,” as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.
Regeneration [Invocation, Animancy]
Level: 7
Components: V, S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None, Essence Check negates
Magik Resistance: Yes
The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. Regenerate also cures 4d8 points of damage +1 point per shaman level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all non-lethal damage the subject has taken. It has no effect on non-living creatures (including undead).
Reincarnation [Invocation, Animancy]
Level: 7
Components: V, S
Casting Time: 1 turn
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None, See below
Magik Resistance: Yes
With this talisman, the shaman calls to the spirits and entreats them to intercede on behalf of a dead creature and return its soul in another body, provided that its death occurred no more than one week before the casting of the talisman and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the talisman does not work; therefore, a subject that wants to return receives no saving throw. Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the talisman must have been part of the creature’s body at the time of death. The magic of the talisman creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.
A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject’s racial adjustments (since it is no longer of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject’s level (or Hit Dice) is reduced by 1. If the subject was 1st level its new Constitution score is reduced by 2. (If this reduction would put its Con at 0 or lower, it can’t be reincarnated). This level/HD loss or Constitution loss cannot be repaired by any means. It’s
d% | Incarnation | Str | Dex | Con |
0-75 | Shaman’s Race | A/R | A/R | A/R |
76-77 | Dwarf, Hill | – | – | +1 |
78-79 | Dwarf, Mountain | – | – | +2 |
80 | Elf, Wood | – | +1 | -1 |
81 | Elf, Sea | – | +2 | – |
82 | Gnome | -2 | – | – |
83 | Half-Elf | – | – | – |
84-86 | Half-Ork | +1 | – | +2 |
87-88 | Halfling | -2 | +1 | – |
89-90 | Human | – | – | – |
91-93 | Lisshe | +1 | +1 | -1 |
94-96 | Ork | +1 | – | +2 |
97-99 | Vorgeel | +2 | -1 | – |
100 | Other* | A/R | A/R | A/R |
possible for the change in the subject’s ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a character with two classes.
For a humanoid creature, the new incarnation is determined using the following method: 75% of the time the new form is of the same race as the shaman for the spirits will prefer this to all others but 25% of the time the magik takes on a random quality. The table provided can be used to make the determination. The other category may be used to input a particular race common to your campaign or one that best suits the player as determined by the DM. For non-humanoid creatures, a similar table of creatures of the same type should be created. A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this talisman. Constructs, elementals, extra-planar, and undead creatures can’t be reincarnated. The talisman cannot bring back a creature that has died of old age. The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn’t automatically speak the language of the new form. A wish or a miracle can restore a reincarnated character to his or her original form. Material Component: Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.
Wall of Ice [Invocation, Evocation, Water]
Level: 7
Components: V, S
Casting Time: 1 round
Range: 100 ft. + 10 ft. /level
Effect: Anchored plane of ice,
Duration: 1 round /level
Saving Throw: Reflex negates; see text
Magik Resistance: Yes
This talisman creates an anchored plane of ice up to one 10-ft. square/level, or a hemisphere of ice with a radius of up to 3 ft. + 1 ft. /level, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Breath Weapon save to disrupt the wall as it is being formed. A successful save indicates that the talisman automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.
Ice Plane
A sheet of strong, hard ice appears. The wall is 1 inch thick per level. It covers up to a 10-foot-square area per level (so a 10th-level shaman can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides. Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + shaman level. Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per shaman level (no save).
Hemisphere
The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per shaman level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.
Wind Walk [Invocation, Transmutation]
Level: 7
Components: V, S
Casting Time: 1 round
Range: 0
Targets: You and one touched creature per three levels
Duration: 1 hour/level; see text
Saving Throw: No / Yes
Magik Resistance: No /Yes
The shaman alters the substance of his body to a cloudlike vapor (as the gaseous form spell) and moves through the air, possibly at great speed. You can take other creatures with you, each of which acts independently. Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If the shaman or subject desires, a magical wind wafts the wind walker along at up to 600 feet per round (60 mph) but with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
A wind walker can regain their physical form as desired and later resume the cloud form for the duration of the talisman. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the talisman, and you can even dismiss it for individual wind walkers and not others. For the last minute of the spell’s duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.