(Peter Lee)

Basic Information

Shamans are invariably human, though there exist those who fulfil similar roles amongst a number of non-human societies inluding the Fey* Night Elves*, Dracomen*, Centaur* and persistant rumours regarding Eastern Dwarven* communities.

Wherever people still follow the old ways, living close to nature – there are Shamans. Shamans are the priests of primitive animist religions throughout the Lands of Legend*. Though they may be called different names, and their language and manner of speech vary as broadly as the peoples who follow their teachings, the Shaman is bound to their brothers and sisters by rituals and practises descended from the dawn of humanity. Shamans worship the gods of nature, and draw power from the life-force which they believe flows not only through all living creatures, but also through the Spirits* which inhabit inanimate objects such as the mountains and the sea. Within their communities Shamans are more than just priests – they are healers, leaders, and soothsayers who act as intermediaries between the earthly and Spirit* worlds. Shamans are rarely found outside their communities, and almost never travel beyond their region. While on occasion they seek solitude in order to better commune with a particular spirit or god, the role of the Shaman is so important to the survival and general wellbeing of the community that they are never far from home. Although treated with great reverence and respect by their adherents, the lifestyle of a Shaman involves physical discomforts including starvation, austerity and substance abuse. The mental challenges to being a Shaman are no less dangerous, as the demands on the Shaman are severe, and the Spirits* with which a Shaman interacts are capricious and selfish at the best of times, and downright evil at others. Shamans, therefore, tend to be quirky, neurotic individuals who would be living on the margins of their society if not for the care extended to them by the community.

Minimum Requirements

In order to be a shaman a character must have an Intelligence score of 9 or better, and a Psychic Talent score of at least 12.

Character Creation Summary - Shamans

A. Strength, Reflexes, Intelligence, Psychic Talent and Looks: roll 3d6 for each. (Intelligence must be at least 9; Psychic Talent must be at least 12).
B. Health Points: roll 1d6+5.
C. Basic ATTACK 11, DEFENCE 6.
E. Basic EVASION 3.
G. Initially equipped with 2d6 entheogenic preparations (see below), shamanic instrument (drum, rattle etc), shamanic robes and head-dress, dyes and ochres, staff or spear, hunting bow, quiver with 10 arrows.

Increasing in Rank
+1 to both ATTACK and DEFENCE when the character reaches 2nd rank, then +1 at 4th rank, 6th rank etc.
+1 to MAGICAL DEFENCE each rank.
+1 to the character's normal Health Points score when the character reaches 2nd rank, 3rd rank, 5th rank, 8th rank, 11th rank etc (this low rate of increase reflects the toll on their body from long-term substance abuse).
+1 to EVASION on reaching the 5th rank, 9th rank etc. +1 to STEALTH and PERCEPTION each rank.

Wearing Armour

Shamans suffer no penalties, combat or otherwise, for wearing armour. However, very few shamans would possess any, and most would eschew the wearing of anything which would obscure their robes or diminish their presence among the faithful.

Entheogens and the Use of Shamanic Abilities

Shamans make use of naturally occurring psychoactive substances, known as entheogens, to communicate with spirits and allow their soul to travel into the spirit world. When consumed by the uninitiated these powerful compounds induce spectacular hallucinations and loss of body control, as well being potentially fatal; part of the shaman's training involves learning how to properly prepare and consume a dose of the correct potency. Most entheogens will be vegetable in nature, such as peyote and mushrooms, but they can involve animal products, such as a preparation made from the poison glands of a particularly venomous amphibian. In all cases they should be relatively easy for a local shaman to obtain, difficult to properly prepare, and with severe side effects for incorrect use or abuse. Consumption of the entheogen will almost always occur as part of an extended ritual which may last for several hours, and involve rhythmic chanting, drumming, fasting, the use of a sweat lodge etc in order to achieve a trance-like state. The “active” time, during which the shaman can make use of abilities which require the entheogen is relatively short, lasting only ten minutes, and followed by a mandatory recovery time of one hour during which the shaman is barely conscious. However, once in the trance and under the influence of the entheogen, the shaman can freely use their shamanic abilities (subject to the limits of each ability as described below), as real time appears to the shaman to slow. Note that the shaman can only enter an entheogenic trance once every 24 hours – it takes time for the shaman's body to metabolise the last dose and prepare itself for the next one. Even if the shaman wanted to risk a potentially fatal overdose by entering another trance too soon, the resulting visions would be chaotic and impossible to decipher or control.

Non-Entheogenic Shamanic Abilities

Not all of the shaman's abilities require an entheogenic trance. Shamans are not really users of magic in the same way that sorcerers, mystics, elementalists and warlocks are; shamans are more akin to assassins in the way they transcend the boundaries of “normal” behaviour. They don't have magic points, or become psychically fatigued – instead, a shaman's power to use their abilities is limited only by time. Because they lack the immediate effect of a spell, it can take considerable time for the use of a shamanic ability to show any result – however, for as long as the shaman has the time, they can keep using that ability, whereas a sorcerer who indulges in some rapid-fire spellcasting soon runs out of magic points, and hence the ability to do any magic at all. Note that to avoid abuse this requires careful gamesmastering and responsible role-playing.


Shaman characters can use the following table to determine their background:

d100 Details
01-05 Eastern Steppes* – A nomad of the Khan*, stocky in build and robust in appearance, and as dictated by the prejudices of a strongly patriarchal society, a man. As well as the duties commonly associated with a Shaman, the Khan* Shaman is responsible for preserving the traditions and culture of a people who are constantly on the move. They also have particular skill with animal husbandry and veterinary care, fulfilling a vital role in a society which makes such extensive use of its livestock.. Given the vast open spaces of the steppe, a Khan* Shaman's Totem is usually a bird of prey such as a falcon or eagle. For entheogens they typically make use of a range of plant extracts which varies according to location and season.
06-25 Yggdras* – The Yggdrasian* Shaman still clings to the old ways in a region where trade and industry are just beginning to transform society from subsistence agriculture to town-based economy. Despite the influx of new ideas and technologies, the harshness and raw beauty of the land ensures that the Spirits* of nature are never far from the minds of the people. Dressed in leather and furs, wearing a head-dress of reindeer antlers and carrying their iconic Shaman drum, they reside in the forests on the outskirts of villages. The Totem of choice for most Yggdrasian* Shamans is the Bear*. Their entheogenic preparation is a blend of dried mushrooms of several different species, each of them highly toxic, but which when blended in the right proportions produce a compound which can be brewed to form a bitter tea. The recipe is a closely guarded secret known only to the Shamans, and learned by initiates during the initiation ceremony which leads to Shamanhood. Note that the proud villagers of Yggdras* draw no distinction between men and women when it comes to Shamanism, and there are just as many female Shamans as there are men.
26-35 Gnawing Wastes* – The Shaman of the Gnawing Wastes* shares much in common with the Shamans of Yggdras*, but instead of being relegated to the edges of their society they still hold sway over the communities in which they live. They use the same entheogenic preparation as the Yggdrasians*, but their Totem is always the Wolf*.
36-45 Trackless Ooze* – Eking out a miserable existence among the fens and marshes of the Ooze* are a small number of itinerant Shamans, poling their squalid rafts from one riverbank settlement to another, employing their limited talents in return for food and lodgings. To the people a Shaman's visit is a mixed blessing, for while they bring news and tend the sick, they are an extra mouth to feed with an additional levy – the poison sacs found behind the ears of young newtlings, for these are the only source of entheogens to be found out in the Ooze*. With limited options from which to choose, the Shamans of this desolate place tend to select the largest indigenous mammal, the water-rat, as their Totem. Girls on the Trackless Ooze* who survive to child-bearing age are regarded as far too valuable to be wasted on such a frivolous occupation, and so the Shamans here are all men.
46-55 South Emphidor* – While the orthodox True Faith* holds some sway among the mountain ranges of South Emphidor*, even its priests defer to the revered village crones who use their witching ways to succour the people from the evils which stalk these lands. Girls are indentured at a young age to serve in the house of a Shaman Witch, with the best and brightest among them eventually inheriting her role. As well as healers and seers these Shaman Witches act as mediators, midwives and, in desparate times, they may even marshal the forces of the village against their enemies. They are free to choose any living creature as their totem, and it is said that the Shaman Witches of yore could bind with all creatures great and small. For entheogens the Shaman Witches smoke pipes of fermented tobaccos laced with various unsavoury ingredients.
56-64 Harogarn Mountains* – The Barbarian* tribes of the Gonhala* are descendants of renegade Khans* from the steppes who fled seeking refuge to the mountains, and thus are the Shamans there similar in nature to those of the Eastern Steppes*. Legends tell, however, of another source of Shamanic power in the mountains of Harogarn* – the Dwarves*. Whether or not these tales are true, or merely the results of entheogenic over-indulgence on the part of the Gonhalan* Shamans, is yet to be determined.
65-74 Drakken Peaks* – Distant cousins of the Shamans of Yggdras* and the Gnawing Wastes*, the Shamans of the Drakkens* fulfil an important role in the lives of their people by honouring the Spirits of the animals they hunt, thereby ensuring the success of future hunting endeavours and well-stocked larders. They generally select for their totem the Bear*, Wolf*, or mountain lion, and achieve their entheogenic trance by brewing a tea from the leaves of the Mountain Oleander.
75-80 Mistral Sea* – The Shamans of the Vassklavi* people are closely aligned with their brothers and sisters in Yggdras*. They share the same rituals and language, use the same entheogenic preparations, and occasionally join them for large-scale ritual gatherings during the solstices.
81-00 Mungoda Continent* – Life for the tribespeople of the Mungodan Rainforest*, Thanagost Peaks* and the swamps of Cosh Goyopë* is moreso than any other region of Legend* synonymous with Shamanism. The rich variety of plant and animal life creates an environment teeming with the Spirits of nature, boosting the power of the native Shamans and placing them at the core of their societies around which all other activities revolve. The range, effect and duration for all Shamanic abilities employed by a Mungodan* Shaman are doubled, and they possess a continuous Spirit Sense for the whole of their tribal territory. Note that these enhanced abilities only apply while they are in Mungoda*, but will apply to a Shaman* from another part of Legend* who travels there. The variety of Totems and entheogens corresponds to the diversity of plant and animal life around them, and can be just about anything. Just as there are both patriarchal and matriarchal societies in the Mungoda*, so too can Mungodan* Shamans be of either sex. For a description of a typical Mungodan* Witchdoctor^, see the Temple of Katak^.

As with the other background tables in Book 6 the Shaman background table is intended only as a guide. GM's looking for some quick background for an impromptu NPC Shaman can roll on the table, but players should choose a background which suits their vision for their character. Players may also choose an entirely different background for their character, although they should discuss this first with their GM. The gender conventions in some Shamanic cultures are by no means absolute – players should be free to choose the sex of their character regardless of their land of origin – but do mean that a character who defies convention can expect to be subject to prejudices, which in some cases could be severe (perhaps this is why the character was forced to take up a life of adventuring?).

Shamanic Abilities

The abilities of a Shaman can be divided into two categories – entheogenic and non-entheogenic. Entheogenic abilities can only be employed during the trance brought on by a ritual involving sensory stimulation and/or deprivation, rhythmic chanting or drumming, and the use of psychoactive substances to achieve a heightened state of awareness. A Shaman can perform a maximum of one entheogenic ritual every 24 hours, but while in the trance can make use of multiple entheogenic abilities (subject to the individual limits of each ability, as described below). Non-entheogenic abilities do not require an entheogenic trance or ritual. They may require a period of concentration or meditation prior to activating, and because Shamans are not strictly users of magic, their abilities tend to lack the immediacy and power of, for example, a Sorcerer's* spell. Shamans are also unlike the other magic-using professions in that they don't learn new abilities or spells as they increase in rank (with the exception of the Shamanic Skills of the Mighty). While the effectiveness of their abilities increases, a newly-initiated Shaman of the first rank has at his disposal the same set of abilities as his high-ranking betters. This reflects the nature of knowledge transfer in a primitive society – most shamans are illiterate, learning their craft by word-of-mouth from an older Shaman. With no way of recording information for future reference it is difficult to delay the acquisition of abilities until the Shaman is more experienced.

The Shamanic abilities are:

Ethneogenic Non-ethneogenic
Spirit Wandering
Summon Totem
Anticipate Actions
Healing Hands
Induce Sleep
Prepare Entheogen
- Reckon True Spirit, Spirit Sense, Tell Fortune, Totem Sense

Anticipate Actions
Requires one round of concentration.
Range: observed characters must be within 10m
An important aspect of the Shaman's training is the ability to anticipate a person's actions by observing subtle clues in their behaviour. Tiny variations in the way a person makes eye contact, the way certain muscles tense, the way they fidget when communicating – learning how to identify and interpet body language makes the shaman a master negotiator, valuable ally and shrewd opponent. A Shaman who spends one round carefully observing a character or characters will know at the end of that round:
  • Whether the character has been telling the truth.
  • Which direction they will move in the next round.
  • If they are about to draw a weapon.
  • If they are about to launch an attack.
  • Their emotional state (happy, sad, angry, content etc).
  • If they are injured, and how badly injured they are.

The Shaman can anticipate the actions of a number of characters equal to the Shaman's rank, i.e. a 1st rank Shaman can anticipate the actions of a single character, whereas a Shaman of the 3rd rank who observes a group of characters for a round can predict how three of them will behave in the subsequent round. While observing the Shaman must remain stationary and cannot interact with the observed characters (or anyone else, for that matter). Under normal circumstances the Shaman cannot be fooled (the signs they look for are driven by the subconscious, and therefore involuntary and almost impossible to control). However, Assassins* can make a Disguise roll against a Shaman who is observing them which if successful allows the Assassin* to present the Shaman with a false anticipation (for example, leading the Shaman to believe that they are telling the truth when in fact they are lying through their teeth). In addition, a Shaman cannot anticipate the actions of a fellow Shaman of equal or higher rank, and any garments or armour which prevents a Shaman from seeing a character's eyes and facial expressions will prevent them from reading that character's body language with any accuracy.

Healing Hands
Rate: 1 HP/hour/level.
Range: touch
Perhaps the most famous Shamanic ability is the power to heal. With nothing more than their bare hands and the silent chants on their lips, a Shaman can restore HP to wounded characters at the rate of 1 HP/hour/level. In other words, a 1st rank Shaman could restore 1 HP to a wounded character for every hour that the shaman works on him, but at the fourth level the rate of healing increases to 4 HP per hour. The HP do not have to be regained on the one character – they can be split amongst several wounded characters – but the ability always requires at least an hour of chanting and healing to be effective, regardless of how many HP are regained.

Induce Sleep
Duration: at least 8 hours sleep.
Part of every Shaman's paraphernalia is a rhythmic musical instrument, typically a drum of some description, which is used to help achieve the entheogenic trance. However, the instrument can also be combined with a mild entheogenic compound to send all those who have consumed the compound and heard the ritual performance into a deep slumber. The amount of entheogen required is small and unnoticeable when mixed in to a meal or beverage prepared by the shaman. Unranked characters will automatically succumb to the ritual, and sleep soundly for over 8 hours. Adventurers and other ranked characters add their Strength and Intelligence scores to produce a number which they must roll under on 2d20 in order to remain awake, otherwise they too will fall asleep 3d6 minutes after the ritual commences. The Shaman must begin the rhythmic drumming/chanting within 1 hour of consumption of the entheogen. Note that while this ability causes a particularly deep and satisfying sleep, it does not cause unconsciousness, and the sleepers can be woken by external stimuli (such as sustained noises, being repeatedly shaken etc).

One per entheogenic trance.
The Kurdaitcha is a powerful curse used on very rare occasions by a Shaman to ensure the death of one of their foes. Precise details of the ritual vary, with the only universal requirement being that the Shaman must have met the person whom they wish to target with the curse. During the entheogenic trance the Shaman will curse the victim by name in front of a number of witnesses, who will then relay news of the Kurdaitcha as quickly as they can to the victim or their family. In some cultures the victim must learn the news directly from a witness; in others, it is merely enough for the victim to learn of the Kurdaitcha from a reliable source. In either case, the victim immediately begins to feel unwell, with symptoms including lethargy, loss of appetite, melancholia and depression. Despite the best medical care (including magical healing) every three days the victim loses one HP until they die or until the curse is lifted. There are only two ways to lift a Kurdaitcha. Firstly, the shaman who invoked the Kurdaitcha can cancel it at any stage by performing a (non-entheogenic) ritual of revocation in the presence of the victim. Secondly, a Kurdaitcha immediately ceases if the Shaman who invoked it dies. Needless to say, this last condition is the main reason why the Kurdaitcha is rarely invoked, as the victim and their allies will do everything in their power to make it happen! The Kurdaitcha is not magic, but rather the removal of the will to live by an infallable belief in an inevitable, imminent death. Therefore, it can only have an effect on those who believe in the power of the curse – outsiders, such as travellers from another land, are completely immune to Kurdaitcha, as are Shamans themselves.

Prepare Entheogen
Chance of successful preparation: 45% + 5%/level
Chance of detecting failed preparation: 80% + 2%/level
The most fundamental ability learned by young initiates is how to collect, prepare and consume their entheogenic compounds without poisoning or overdosing themselves. However, the processes are far from exact, relying on raw materials subject to significant variations in quality and potency. As the Shaman grows in experience, their ability to produce a correct batch improves, but at low levels there is significant chance that the Shaman has produced a dud, or worse. All is not yet lost, for part of a Shaman's training involves learning how to recognise failed preparations before consuming a potentially fatal dose. However, if the Shaman has failed the preparation roll, and the subsequent detection roll, the GM can roll on the following table to determine the nature of the batch:

d100 Outcome
01-40 No effect whatsoever – the preparation is entirely worthless and the ingredients wasted.
41-65 Understrength – while some entheogenic effects, such as hallucinations, will be produced the potency is not enough to cause a trance or allow entheogenic abilities to be employed.
66-84 Poor quality – while a trance is achieved the Shaman rapidly loses control, fading into unconsciousness within a few minutes. The Shaman will be out for 3d4 hours, coming to with a massive headache which will last for 48 hours, during which time no further entheogenic substances can be consumed (and hence, no entheogenic abilities used).
85-94 Mildly toxic – treat as a weak poison which causes temporary paralysis (for 1d4 days) if the Shaman fails the roll.
95-99 Toxic– treat as a normal poison which causes permanent blindness if the Shaman fails the roll.
00 Strongly Toxic – treat as a strong poison which causes death in 1d6 minutes if the Shaman fails the roll.

For obvious reasons all rolls are made by the GM, and rolls of 01-05 are always success, and 95-00 are always failure (in both preparation and detection). Although the chances are small, even high rank shamans have a significant chance at some stage in their life of poisoning themselves, which possibly explains why shamans will often gather in groups to make large batches of entheogen for later distribution. Having many eyes and noses on the outcome minimises the possibility of a failed batch escaping detection, as well as providing an opportunity for exchanging news and gossip!

Entheogenic – effect lasts for three days within a radius of 1km/level.
One of the most important abilities for the Shamans in an agrarian society is the ability to influence the weather, in particular to bring rain during the planting season. A GM can determine the chance and type of rain falling during a three day period by rolling against the Precipitation Table, using the Precipitation Modifiers to adjust the roll for climate and seasonal factors.

Precipitation Table
d100 + Modifiers Precipitation
< 5 None, with above average temperatures and very low humidity. Add -20 to the next precipitation roll.
5-19 None, with clear skies and low humidity.
20-75 None, but occasional clouds and normal humidity.
76-95 One light shower of rain/light dusting of snow.
96-110 Scattered, occasional showers/infrequent snowfalls.
111-120 Frequent light rain/snow.
121-130 Steady, soaking rain/50cm of snow.
131-140 Heavy rain causing flash flooding/1m of snow in blizzard conditions.
141+ Frequent thunderstorms, drenching rain, widespread flooding/blizzards.


Desert climate: -20

Semi-arid climate: -10

Temperate climate: -

Sub-tropical climate: +10

Tropical climate: +20

Dry season: -20

Wet season: +20

Shamanic Rainmaker: ±10/level

The Shaman can influence the weather spirits to either make rain, or prevent rain from falling. The latter might be used to damage a rival tribe's crops, or attempt to bring relief from flooding during a tropical wet season. Note that an unmodified d100 roll of 01-05 always results in clear skies, while an unmodified roll of 95-00 means heavy downpours.

Reckon True Spirit
Range: line of sight.
Requires one round of concentration to shift focus between worlds.
Even outside the trance a Shaman is so strongly attuned to the Spirit* world that they can see in everything the shadowy, flickering outline of the spirit within. A Shaman who concentrates for one round can shift their focus from the physical world to that of the Spirits*, allowing them to see invisible characters (unless the form of invisibility is powerful enough to cloak the Spirit* as well), transformed characters (the Spirit's* shape does not match the physical body), and those hiding behind an illusion. It also allows the Shaman to see Spirits* of a supernatural nature including Ghosts*, entities such as poltergeists, and the newly departed. While focussed on the Spirit* world, the physical world appears blurred, giving the shaman a -4 penalty to ATTACK and DEFENCE, with -2 to EVASION. The Shaman* can choose to refocus on the physical world at any time, but the penalties remain for another round while their eyes re-adjust.

Chance of receiving useful visions = 70% + 3%/level
During the entheogenic trance the Shaman receives many visions. To the uninitiated these are mere psychedelic noise, but part of the Shaman's training involves being able to interpret the visions to receive a glimpse of the past, present or future. The more experienced the Shaman, the greater their chances of gleaning useful information from the cavalcade of hallucinations bombarding their senses – a base chance of 70% applies, plus 3% for each rank. Note that a roll of 95-00 always means that the Shaman hasn't seen anything of use, or has failed to understand the visions, and that the roll can be made by the player, because the Shaman is aware of the failure. A Shaman* can elect to use the Seer ability once during each entheogenic trance in addition to any other entheogenic abilities they are using. The Shaman can ask the Spirits* to bring visions on a particular topic, or concerning a particular person, and in general the spirits will do their best to comply – but the Spirits* are not omniscient, and so any attempt to ask for information which is too far into the future, or on a person who is far away, will result in vague, contradictory and highly speculative visions. The GM should present the information to the player as if the character was watching scenes from a film. If concerning a future event, the scene represents one possible future, being the most probable future if the character does not take decisive action. There is no guarantee that the events will occur, and GM's are encouraged to be creative when giving descriptions of the visions to the player.

Spirit Sense
Range: 10m/level
Shamans can at all times feel the presence of the Spirits* around them. While they cannot see them without employing their
Reckon True Spirit ability, or clearly understand them without Spirit Wandering, they can get an appreciation for the overall mood of the Spirits* within 10m/level, such as whether they are content, hungry, sad or angry. The Shaman can also feel the presence of powerful sources of evil or good (but no idea of the direction or distance other than that they are “within range”).

Spirit Wandering

Entheogenic. Duration: 5 minutes/level
Range: 1 km/level.
The entheogenic trance frees the Shaman's* Spirit* from its physical body, allowing it to roam great distances across the countryside in the blink of an eye. The Spirit* is intangible and cannot be seen nor interact in any way with the physical world; however, the Shaman* can see and hear everything that is happening in the Spirit's* location. The only way a Shaman's wandering Spirit* can be detected is by another Shaman* using the
Spirit Sense ability (and only then if the sensing Shaman's level is equal to or greater than the wandering Shaman's level) or by a Mystic* using ESP*. The Spirit* can wander as far as 1km per character's level from the Shaman's body, and can be away for up to 5 minutes/level. While the Spirit* cannot interact with the physical world, it has full access to the Spirit* world through which it now moves. Shamans typically use this ability to talk to the Spirits* of the animals, plants, and physical features (rocks, waters) around them, giving a Shaman who regularly sends his Spirit* wandering an unrivalled level of omniscience when it comes to events in his tribal lands.

Summon Totem

Entheogenic. Range of call: 100m/level.
Duration: 1 hour/level.
Although tribal societies have a close relationship with all the creatures of the land, one species in particular becomes their Totem, or guardian. The
Aknatli* tribespeople of the Mungoda*, for example, worship a Spider God*, and thus choose to make the spider their Totem. The Shaman's strong ties to the tribe and the land extend to the Totem, giving them the ability during an entheogenic trance to call out to the Spirits* of any nearby Totem creatures. The closest creature will respond by immediately moving toward the Shaman, and on arrival will carry out his instructions. Note that this ability, unlike a Sorcerer's* Wolfcall*, requires a Totem animal to be within range, and will not magically transport one across the countryside. For example, a Shaman of the Gnawing Wastes* who was travelling through through the Mungoda* rainforest would have very little chance of summoning his Totem (a Wolf*), regardless of how powerful he was. The animal will remain loyal to the Shaman for a number of hours equal to the Shaman's level.

Tell Fortune
Accuracy: 40% + 5%/level
Shamans are famous even outside their cultures for their ability to tell the fortunes of others. While most of the travelling fortune tellers who separate the gullible from their gold at faires are nothing more than theatrical con artists, a Shaman truly can (most of the time) gain insight into someone's destiny by asking the Spirits* for guidance. Because this is not an entheogenic ability (unlike Seer) the Shaman cannot directly speak with the Spirits*; instead, the Spirits* communicate their thoughts and opinions by manipulating a set of physical objects in a way which the Shaman can then interpret. The set of objects varies widely between different cultures, from beautifully crafted decks of cards through to the entrails of a freshly slaughtered fowl. Obviously this can be an inexact science with significant scope for misunderstanding, which is reflected in the relatively low accuracy level. The GM makes this roll, as the Shaman will always be able to interpret something – but they won't know whether they've got it right. Any subsequent attempt to tell the fortune of the same individual within the next month will provide much the same result. The information gleaned by the Shaman is mostly vague, imprecise and indeterminate, but can be useful as a way of assisting players through an adventure (or hindering them, depending on the GM's nature).

Totem Sense
Range: 10m/level
The bond between Shamans and their Totems is strong enough to enable a Shaman who is near a Totem animal to bind his senses to that of the creature. The creature must be within 10m/level, and the Shaman must know that the creature is there. The effect is immediate, and can be maintained indefinitely as long as the creature is within range. The Shaman sees, hears and smells everything that the creature does. While this ability is in use the Shaman's own senses are overridden to the point that they are blind to their own eyes, but can hear and speak to their comrades as if they were in a dream. The Shaman cannot in any way influence the creature's actions, for they are merely a passive observer, but does gain access to any heightened senses possessed by the creature.

Skills of the Mighty

Shamans who reach the dizzying heights of the 8th rank and beyond can make use of a small number of powerful abilities, learning one at each new level.

Level 8 - Fade
Requires 3 rounds of concentration.
Duration: For as long as the shaman remains stationary.
At the 8th rank the Shaman masters the ability to make it seem to any nearby observers as if they are not there – the Shaman in effect fades into the background, allowing them to see and hear everything that is going on without being detected. The Shaman must concentrate for three rounds, during which their breathing slows, and their physical body gives the impression of disappearing – in reality, the Shaman is still there, but they are now just part of the scenery. No stealth rolls are required – this ability confers absolute concealment – but the shaman can still be detected through magical means, such as a Mystic's* Allseeing Eye*.

Level 9 - Totem Bind
Duration: permanent.
At the 9th rank the Shaman is able to bind a Totem creature to them as their familiar. The creature must be present during the ritual, after which it becomes absolutely loyal to its master. The Shaman and the familiar are psychically connected, giving the Shaman a rangeless Totem Sense with their familiar, as well as the ability to issue commands to it by means of Telepathy*. A Shaman can only be bound to a single familiar at any time, and if the familiar dies the Shaman suffers the permanent loss of 1d4 HP. However, the familiar's lifespan is altered by the binding to match that of the Shaman – it will live as long as the Shaman, and die soon after he does – so a familiar is unlikely to die from natural causes during the Shaman's lifetime.

Level 10 - Restoration
At the 10th rank the Shaman gains the power to not only heal but to completely restore a body to full health, including the regeneration of any missing limbs, diseases cured and restoration of lost senses such as sight. This ability can be used once per entheogenic trance, and the effects are not immediate – the patient still requires several weeks of rest and care before they are completely well.

Level 11 - Spirit Roaming

Entheogenic. Duration: 1 hour Range: 1000km
The 11
th rank Shaman is so adept at slipping into the Spirit* world that their Spirit Wandering abilities are greatly enhanced. The Shaman can now spend an hour wandering up to 1000km away, giving them an unrivalled ability to monitor vast swathes of territory.

Level 12 - Spirit Eternal
Duration: permanent.
The Shaman of the 12th rank's mastery of the transition to the Spirit world is now complete, and with a final thrust of will they can forever slip the bonds attaching them to the physical world, freeing their Spirit from its earthly shell. The Shaman has now become a creature of the Spirit world. This ability is typically only used by a Shaman in the last few seconds before dying, as it gives them immortality, though at a price – without a physical body the Shaman is unable to influence events in the physical world. They can take possession of the body of one of their Totem animals, but are unable to possess the bodies of any other creatures, including a Human*. While in possession of a Totem the Spirit of the Shaman can be glimpsed in the animal's eyes, for they become the Shaman's, and if the Totem creature is killed while the Shaman is in possession the Shaman's Spirit can never return to the physical world.

Note: This profession was originally posted on Dragwars. The Adobe Acrobat PDF of the Shaman rules is attached. Part of the value of this profession is Peter Lee's extensive imagining of the tribal lifestyles of the more 'primitive' peoples of Legend*.

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