Ability |
Mod |
Cost |
Flavour |
Rules |
Rank 1 |
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Blink |
15 |
15 |
Give yourself unto the earth, go where it may take you! |
Random Teleport. To determine roughly where you end up roll a 1d4, 1=north,2=West,3=South,4=East of your current position. May be used as an escape roll. |
Crash |
20 |
15 |
Here, the medicine will make you strong. Maybe. |
Roll a 1d2. On a 1 the target gains an unstackable +20 to their next attack, on a 2 they gain +20 to their next defense. |
Curse |
5 |
5 |
I've put a spell on you, now you're mine! |
Damage. In addition the target must use 1d90s instead of 1d100s for the next three rounds. |
Hand of Fate |
1d10 |
5 |
The hand of fate gives and takes in equal measure. |
Damage. The +mod for this attack is 1d10. Roll before making the attack. |
Leaves of the Vine |
15 |
15 |
Hear the trees rustling? They don't like you, snatch you up they will. |
No damage. The target is immobilised for 1 round |
Shadow Dance |
10 |
5 |
The shadow man comes and sings and dances.Seeks you the dead here's your chances. |
Conjure up a dead soul into a temporary vessel. The soul inhabits the item for up to an hour and may converse with the living normally. |
Spices |
10 |
10 |
Warm up your day! Set your tongue alight! Your body too! |
Blast 1. When used against a friend everyone within range regains 1d10 HP, MP and Sta, when used against an enemy everyone within range takes 1d10 damage |
Woodland Friend |
5 |
5 |
I talk to the squirrel, listen to the thrush and walk with the snake. |
An animal answers your call. Any small animal or bird, they will carry a message, perform a simple task or attack an enemy immediately with a +5 modifier. After this they depart. |
Rank 2 |
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|
|
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Ancient Totem |
20 |
20 |
Strange and hateful are his eyes. Cruel and wicked is his grin. |
Summon a spirit of rage into a totem for 3 turns and direct it at your enemies. Each turn one of your opponents must accept the totem's gift. they gain a +10 to attack but also a -20 to their defense. |
Barkskin |
10 |
30 |
See the trees? You hack and you hack but they will never cry. |
You gain a -10 to your defense but attacks that hit you deal -10 damage. Lasts 3 rounds. A successful attack always does minimum 1 damage. |
Blightblooded |
15 |
20 |
Cobra's venom, toad's pus, the fin from a rockfish. These are my blood now! |
For the next 5 rounds you cannot be poisoned. In addition anyone who damages you is poisoned automatically. Using Blightblooded while poisoned cures you. |
Night Terrors |
15 |
15 |
Have trouble sleeping? Nightmares yes? Let us bring them into the day. |
Target is afflicted by fear for 1 round. Out of combat they fall asleep for five minutes and have a terrible nightmare. Taking damage will wake them early. |
Rain Dance |
20 |
25 |
Dark things came to my wood smiling. Dances I and wash their smiles away. |
It rains, it pours. As long as you continue to dance and take no other actions everyone but you must use 1d80s instead of 1d100s |
Lover's Vengeance |
2d10 |
10 |
So many secrets you whisper in the dark. The spirits hear you, they pay you back. |
Damage. The +mod for this attack is 2d10 |
Wheel of Fortune |
10 |
10 |
Spirits have power and they may share it but they also punish the greedy. |
Target is healed 1d50. On a 50 they must roll defense or suffer that much damage instead |
Rank 3 |
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|
|
Bond of Fate |
20 |
20 |
We are one the world and I. If you prick me will you not bleed? |
Any damage or ill effects(including death) suffered by the shaman are also suffered by the target. Only one target may be bonded at a time. Lasts 5 rounds. |
Rot and Ruin |
20 |
30 |
Everything dies, everything rots into the ground and feeds the plants. |
The target must choose to lose an item or suffer 1d20+20 damage to health and stamina. Items lost this way are lost permanently. |
Spirit Conga |
30 |
100 |
Calls up the spirits for a party! We dances and dances till the whole world goes away. And when we comes back all is changed. |
Roll a 1d6, everyone must then choose to defend. 1 - The fight never started. Everyone is at full stats. 2 - Victory at hand. Your opponents are on 30 HP 3 - Exhaustion. Each player is on half MP/ST 4 - Jaws of defeat. You and your allies are on 30 HP 5 - Moment of Truth. Each player is on 1HP. Restart the combat with the highest initiative combatant going first 6 - The Worst of All Possible Worlds. All combatants are dead. |
Nature's Chance |
4d10 |
20 |
Sometimes nature will take away your water. You will stumble and thirst and cry. Sometimes you get it back. Sometimes. |
Damage. The +mod for this attack is 4d10 |
Thunderstorm |
30 |
30 |
Nature's Fury? No, nature's laughter. Boom! Haha. |
It rains, it storms. Everyone in combat, friend, foe, or caster must defend or suffer damage |
Totem Aspect |
30 |
50 |
Step out of your skin and into someone else's. The whole world changes that way. |
You become a terrible incarnation of your totem animal. You cannot use any abilities but gain a +30 to attack for 5 rounds |
Venom Ring |
20 |
30 |
Plants are fair. Their thorns may rip away flesh but they leave soothing balm behind. Oh wait, that's not balm. Ow. |
May be rolled to prevent escape attempts. Anyone that escapes successfully is poisoned. |