h er s bazaar - the-eye.eu...harp. i hope that you enjoy them and enjoy using them in your games....

18
1 HARPer’s Bazaar Issue #6 H ARPERS B AZAAR Issue #6 Table of Contents Introduction Credits Author: Tim Dugger Editing: Tim Dugger, Heike Kubasch Pagemaking, & Layout: Tim Dugger Artwork: Joel Biske, John Dollar Eric Hotz, Jeff Laubenstein, Jennifer Meyer, Colin Throm ICE Staff CEO: Bruce Neidlinger President: Heike Kubasch Office Manager/Cust. Service: Lori Dugger Editor/Jack-of-All-Trades: Tim Dugger Pagemaking: Sherry Robinson Web Mistress: Monica L. Wilson Office Cats: Rajah, Pheobe, & Matsi My House Cats: Bandit, Coco, & Rascal April 2006 WARNING! All Items in this PDF should be considered optional and completely unofficial. HARPer’s Bazaar Copyright © 2006 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without permission. Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902. Web: www.harphq.com and www.ironcrown.com. Introduction .......................................................................... 1 New Profession ...................................................................... 2 Shaman .......................................................................... 2 Dealing with Spirits ............................................................... 2 The Spirit World .................................................................... 3 Spirit World Description .............................................. 3 The Astral Plane ............................................................ 3 Spirit Attacks ......................................................................... 4 Drain, Emanation, Innundation ................................ 4 Possession ...................................................................... 5 Types of Spirits ....................................................................... 6 Angry Spirits, Conceptual Spirits, Devi ...................... 6 Elemental Spirits, Emotional Spirits ........................... 7 Haunts, Rational Spirits, Shaman Spirits ................... 7 Standard Spirits ............................................................. 7 Thematic Spirits, Totem Spirits ................................... 8 Undead Spirits, Wildlings ............................................ 8 Sample Spirit Statistics ......................................................... 9 Spirit Abilities ........................................................................ 9 Totem Familiars ................................................................... 10 New Spells ............................................................................ 12 Captured Spirits Sidebar ..................................................... 14 I have decided to complete a personal project for this issue. I am writing rules and guidelines for incorporating the Spirit World in your games. I originally wrote an earlier form of these rules about 8 or 9 years ago, and donated them for inclusion in the Channeling Companion written by Cory Magel and Elliot Willhite for Rolemaster. Those rules made it into the book, along with several spell lists that I had developed to go along with them. I have converted them and updated them for use with HARP. I hope that you enjoy them and enjoy using them in your games.

Upload: others

Post on 22-May-2021

3 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

1HARPer’s Bazaar Issue #6

HARPER’S

BAZAAR

Issue #6

Table of Contents Introduction

CreditsAuthor: Tim DuggerEditing: Tim Dugger, Heike KubaschPagemaking, & Layout: Tim DuggerArtwork: Joel Biske, John Dollar Eric Hotz, Jeff Laubenstein,

Jennifer Meyer, Colin Throm

ICE Staff

CEO: Bruce NeidlingerPresident: Heike KubaschOffice Manager/Cust. Service: Lori DuggerEditor/Jack-of-All-Trades: Tim DuggerPagemaking: Sherry RobinsonWeb Mistress: Monica L. WilsonOffice Cats: Rajah, Pheobe, & Matsi

My House Cats: Bandit, Coco, & Rascal

April 2006

WARNING! All Items in this PDF should beconsidered optional and completely unofficial.

HARPer’s Bazaar Copyright © 2006 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without permission.Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.Web: www.harphq.com and www.ironcrown.com.

Introduction .......................................................................... 1New Profession ...................................................................... 2

Shaman .......................................................................... 2Dealing with Spirits ............................................................... 2The Spirit World .................................................................... 3

Spirit World Description .............................................. 3The Astral Plane ............................................................ 3

Spirit Attacks ......................................................................... 4Drain, Emanation, Innundation ................................ 4Possession ...................................................................... 5

Types of Spirits ....................................................................... 6Angry Spirits, Conceptual Spirits, Devi ...................... 6Elemental Spirits, Emotional Spirits ........................... 7Haunts, Rational Spirits, Shaman Spirits ................... 7Standard Spirits ............................................................. 7Thematic Spirits, Totem Spirits ................................... 8Undead Spirits, Wildlings ............................................ 8

Sample Spirit Statistics ......................................................... 9Spirit Abilities ........................................................................ 9Totem Familiars ................................................................... 10New Spells ............................................................................ 12Captured Spirits Sidebar ..................................................... 14

I have decided to complete a personal project for thisissue. I am writing rules and guidelines for incorporatingthe Spirit World in your games. I originally wrote anearlier form of these rules about 8 or 9 years ago, anddonated them for inclusion in the ChannelingCompanion written by Cory Magel and Elliot Willhitefor Rolemaster.

Those rules made it into the book, along with severalspell lists that I had developed to go along with them. Ihave converted them and updated them for use withHARP. I hope that you enjoy them and enjoy using themin your games.

Page 2: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

2HARPer’s Bazaar Issue #6

NEW PROFESSIONSHAMAN

The Shaman is the often the spiritual leader of atribe, clan or village. While Shamans can most often befound among nomadic or tribal cultures, they are notlimited to them. Shamans are often advisors andcouncilors to those in charge of the community. Theyspend most of their time communing and/or dealing withthe spirits of the world. One of their prime duties is oftenthe guiding of departed souls to the afterlife.

FAVORED CATEGORIES:General: 3 Mystical: 8

Outdoor: 6 Physical: 3

KEY STATS: Insight, Reasoning, Self Discipline.PROFESSIONAL ABILITIES: Shaman may learn a total 20

spells from the Shaman Sphere including the OptionalShaman Spells. Up to 7 of those 20 spells may be selectedfrom the Optional Shaman. The selected 20 spells are theShaman’s base sphere. Any spells not selected from the“Shaman Sphere” column are considered to be part of theCleric Sphere for the purpose of learning them later, anyOptional spells not selected are considered to be part ofthe Sphere that they originally came from.

Shamans also begin play with a Totem Spirit of 1stlevel. Shamans are also blessed with the Spirit Tongue, theability to speak to and understand any spirit. Finally, allShaman have the Spirit Sight, the ability to concentratefor a round and shift their vision from the mortal realmto the Astral, where spirits and auras can easily be seen.

erehpSnamahS sllepSnamahSlanoitpOtiripShsinaB *smroFlaminAtnemlivedeB *sselBtiripStceteD *mlaC

tnahCgnilaeH **snoitcartsiDgnidniBtiripS *smaerD

dnoBtiripS **raeFnruBtiripS *ecnadiuG

erutpaCtiripS *stnemecnahnElabreHsnoitanamEtiripS *snoitiutnI

kniLtiripS *seugnoTs'erutaNyretsaMtiripS **gnissaP

llarhTtiripS *snoisiVtsaPparTtiripS **syaWteiuQ

levarTtiripS **peelSklaWtiripS

tiripSnommuStnahCnoisiV

tnahCgninraW,erehpScirelCehtmorfsllepS=* PRAH koobelureroc

,erehpSegaMehtmorfsllepS=** PRAH koobelureroc

DEALING WITH SPIRITS

Shamans deal with spirits on a daily basis. Theyoften commune with the spirits in an effort to gaininsights or knowledge of the world around them. Theyalso perform many rituals and rites, both great andsmall, each day to appease or venerate certain spirits.These rituals and rites are rarely magical in nature; theirperformance shows the spirits that the Shaman isrespectful of them.

Unfortunately, not all spirits are as easy to deal with.Angry Spirits, certain types of Devi, Haunts, and UndeadSpirits all often need a more forceful approach by theShaman. And that more forceful approach can even leadto such things as the Shaman permanently trapping orbanishing a spirit.

In the end, how a Shaman deals with a particularspirit will often depend upon how that spirit is willing todeal with mortals.

Page 3: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

3HARPer’s Bazaar Issue #6

THE SPIRIT WORLDIt has been called, by various traditions in various

locations, such things as the Outer World, the InnerWorld, and even the Underworld. No matter the traditionor what they call it, the Spirit World is always home tomany powerful and sometimes dangerous spirits.

SPIRIT WORLD DESCRIPTION

Scholars still disagree as to what the Spirit Worldactually is. Some think that it is a single plane of existence,sometimes called the Ethereal Plane, while other scholarsthink that the Spirit World is not a single plane, but amultitude of planes, one atop another like a stack ofpaper upon a desk. Those who believe that the SpiritWorld is comprised of multiple planes believe that thelowest of those planes is the Astral Plane, since it is theclosest to the mortal world. One thing that the scholarsdo agree upon is that the Spirit World is unlike any otherplane, or planes, ever encountered.

The Spirit World as a conceptual plane—this meansthat any description of the Spirit World depends upon theperson describing it, and that each person will see itdifferently. However, there are certain aspects of the SpiritWorld that are common to allperceptions of it.

The landscape of the SpiritWorld (what can be seen of it)appears to reflect the mortal orphysical world. However, there areoften features of the landscapethat appear differently to eachperson. For example, what is aplain on the mortal world may beseen as an ancient forest orfarmland with a small village, orperhaps even a large city by avisitor. Sometimes the landscapewill shift and meld from one to theother while that visitor is watching.In all cases though, the actualshape and form of the land matches that of the physicalworld. Scholars surmise that possibly the Spirit World isreflecting things from other times, from the past orperhaps the future. Another theory is that the Spirit Worldtouches alternate dimensions, and is reflecting them andshowing what is in a given location in those other worlds.However, these are just theories and yet to be proven.

The air is another distinctive feature of the SpiritWorld. It is always twilight within the Spirit World, andthe air is always filled with a thick swirling mist that neverclears and limits visibility to no more than 100’. This mistis often lit from within by ever-changing flashes ofscintillating color, with some of the colors being unique tothe Spirit World itself.

Another unique feature of the Spirit World is thepresence of nexus or cross-over points. These pointsappear to be gateways to other planes or possibly evenother worlds. Scholars still are not sure. The denizens ofthe Spirit World also tend to shy away from such nexuspoints as well. It is thought that the spirits of the deadpass through this plane as they are drawn towards thefinal resting place of their religion.

The spirits that inhabit the Spirit World may appearin various forms, although the form will always berelated to the powers and abilities of the spirit. A Spirit ofFire might appear as a humanoid flame while a thematicspirit may appear as an insubstantial version of thephysical form it is tied to. All spirits also have a morenatural form that they will often take when in the SpiritWorld. This form is that of a shifting matrix of energythat flashes with scintillating colors, some of which areunique to the Spirit World. The vast majority of spirits inthe Spirit World are standard spirits, sometimes knownas unborn spirits. It is they that produce the most flashesof color and light that are seen through the ever presentmists of the Spirit World.

THE ASTRAL PLANE

The Astral Plane lies between the mortal realm andthe Spirit World. This plane is an echo, a reflection of thematerial world, bathed eternally in a cool blue light.Vegetation is often a rusty red in color; animals normallyhave a yellow aura; stone, worked wood, and otherworked materials appear as a dull grey in color, having noauras; and people on the mortal plane are seen by theirauras. While on the Astral Plane, one person cannot betold from another by their aura by those without theproper training, though you can easily tell one race fromanother, as each race has their own unique aura.

Page 4: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

4HARPer’s Bazaar Issue #6

Human auras are often egg-shaped, and blue incolor. Elven auras are deep green, and almost leafy inappearance, while Dwarven auras are a deep red cylinder.Gnomish auras are often silver, and look almost liquid,while the auras of Halflings are a bright green oval. Gryxhave auras that are a rich orange in color, which flickerwith an appearance almost like that of a flame.

All auras have things in common features. For example,warrior or those have killed a lot tend to have many spideryblack lines within their auras. Magic users, especiallyShamans, tend to have larger auras than other people.

If a Shaman has seen a person in the flesh, then theywill be able to recognize that person’s aura at some latertime if they encounter it while scrying. Not even the mostpowerful Shaman can tell who a specific aura belongs toif they have never seen that person in the flesh.

The Astral Plane is often used as the gateway to theSpirit World. Once on the Astral Plane it is easier to travel tothe Spirit World than it would be to travel there directlyfrom the mortal world. However, doing so is much moredangerous since a character cannot bring his body alongwith him in this manner like he can when traveling directfrom the mortal realm to the Spirit World.

Shamans and other magic users who deal with theAstral Plane will often use it for scrying on foes. Travelingthrough the Astral Plane to scry is a favorite method, butthe caster will not be able to determine one aura fromanother if he has never seen that person in the fleshpreviously. However, the caster can still do things like countand look to see how many auras are where and so forth.

Communication between mortals and spirits on theAstral Plane is much different from communication inthe mortal world as there is no speech or sound on theAstral Plane. Communication is handled through thetransference of thoughts and images, and even emotions.Even the weakest of the spirits can communicate in thismanner while on the Astral Plane, and no spell or abilityis required to allow a Shaman or other spell caster tocommunicate with the spirits while they are there.

SPIRIT ATTACKS

Spirits have several unique forms of combat availableto them. Not every spirit has these attack forms, and ofthose who do, most cannot use every available form, onlyone. Each spirit is different, and you can often find spiritsof a given type using different attacks, from thoseavailable to that type of spirit, for no other reason thanthe spirit prefers it.

DRAIN

This is one of the rarest forms of attacks to be foundamong spirits, most often only in Angry Spirits andHaunts. By using this form off attack the spirit can drainthe vitality from a target. To make a Drain attack, the spirithas to touch its target. The spirit then makes a roll on theResistance Roll (RR) column of the Maneuver Table. The

result indicates what the target has to beat in order tosuccessfully resist the attack using his Magic RR bonus. Ifthe target fails the RR, then he loses 1d10 from one stat.The most common stat for Drain attacks is Constitution,though some spirits drain other stats with their attacks.

Any stat points lost in this manner are recovered at arate of 1 point per day, although this can be speeded upthrough the use of spells.

EMANATION

When a spirit makes an attack by Emanation, itcreates a radius equal to 5’ per level centered on itself inwhich its attack will occur. The spirit makes its attack rollon the Resistance Roll (RR) column of the ManeuverTable, and all within the radius must make a Will basedRR against the result obtained or be overcome by theeffect. The effect produced will depend upon the type ofspirit, but the results are that the targets are Stunned for 1round for every 10 points that they fail the RR by. If atarget fails the RR by more than 50 points, he is renderedunconscious for 1d10 rounds.

For example, if a Spirit of Hunger makes anEmanation attack, all those who fail a Will based RR willbe completely overcome by feelings of intense hunger.

INUNDATION

This attack form is limited only to the Elemental Spirits.The Elemental Spirit is able to create an area with a radiusequal to 1’ for each level of the spirit. This radius may becreated up to 100’ from the spirit’s location. Any person orcreature within the radius is required to make a Will basedResistance Roll (RR) against the target number generatedfrom the spirit making a roll on the RR column of theManeuver Table or suffer the effects of the Inundation.

Each Elemental Spirit has its own method ofInundation, and that method is related to what aspects ofthe element that it reflects. The examples listed belowshow some possible types of effects generated by this typeof attack. It is important to keep in mind that not everyaspect related to a given element is included in theexamples, and they are meant only to show some of thepossibilities available.

1) An Elemental Spirit of Earth could cause allwithin the area of effect to feel the solidity andweight of the earth pressing down uponthem; the slow inertia of the ages makingthem groggy and tired. This could have aneffect similar to that of the Sleep spell.

2) An Elemental Spirit of Fire could cause withinthe area of effect to feel the quick, mercurialnature of a fire. Thoughts, feelings andactions are all impulsive and reactionary. Thiscould have the effect of driving all within thearea into a berserker-like frenzy, as per theskill description in Martial Law.

Page 5: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

5HARPer’s Bazaar Issue #6

3) An Elemental Spirit of Water could cause allwithin the area of effect to feel the flexibilityand compromising nature of the depths. Anydecisions made while under the influence ofthis attack might seem to be the mostreasonable thing to do. Translated into gameterms, this could be reflected as the targetsbeing under the effects of a Charm spell.

4) An Elemental Spirit of Air could cause allwithin its effect to feel the clarity, conciseness,and rapidity of Thought. Translating thoughtinto action might then be supremely easy,thus enabling those affected to spring intoaction at a greater speed than those notaffected. In game terms this could translateinto a bonus to initiative.

5) An Elemental Spirit of Light could bring withit the harmony and tranquility of onenesswith the universe, an acceptance ofcircumstances, and the sureness of innerpeace. This harmony and inner peace wouldbring with it a supreme confidence thattranslated into a bonus to all actions.

6) An Elemental Spirit of Darkness could bringwith it the coldness and the despair of allthings shadowy, thus making any actionseeming to be futile at best. In game terms, thiscould be represented by a negative modifier toall actions as the character sees suchactions as hopeless and unlikelyto succeed, thus they won’ttry as hard as theymight otherwise.

POSSESSION

Some spirits will attempt to take control of thecorporeal form of a person. In order to do this, they needto make an attempt to possess that person’s body,removing the target’s mind from command.

The spirit will enter the target’s body to initiate thisattack. It will make a roll on the Resistance Roll (RR)column of the Maneuver Table. The target must meet orbeat the result generated using bonus for Will-basedResistance Rolls. Should the target defeat this attack, thespirit is ejected from the target’s body. Should the targetfail his RR against this attack, the spirit is then in controlof the body for 10 minutes for every level that the spiritpossesses. After this amount of time, the strain ofattempting to control the body becomes too great and ithas to leave.

For every 10 minutes that the spirit is control of thebody, the target gets to make a new Will-based ResistanceRoll against the original attack. The target also gainsanother Resistance Roll every time that his body isdamaged. While the target is aware of the actions takenby the spirit while he is possessed, they seem as some sortof odd dream to him.

The possessing spirit is unable to access thememories or skills of the target while possessing himunless it states otherwise in the description of the spirit.

Many Shamans often consider illness to be caused bythe possession of a person by evil or bad spirits. For this

reason, he will often try spiritual remediesbefore attempting medicinal remedies.

Page 6: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

6HARPer’s Bazaar Issue #6

TYPES OF SPIRITS

The following descriptions detail the most commontypes of spirits that may be encountered. This list is by nomeans exhaustive and there are often many sub-types ofeach individual type. Several of the types listed below arealso, according to some scholars, only speculative as theyhave not been able to prove or disprove the existence ofthose specific types. Such speculative types are indicatedwithin the individual descriptions.

Spirits are most often encountered in the SpiritWorld, where they have what appears to be a solidform. The shape and appearance of which is dependantupon the individual spirit. Spirits in the Spirit Worldmay also take their alternate form, that of a glowingmatrix of scintillating colors. This alternate form isalways insubstantial and the spirit may onlycommunicate with other spirits when in this form, neverwith visitors to the Spirit World. This alternate formmay not be assumed by the spirit if happens to besomeplace other than the Spirit World.

Sometimes, however, spirits do appear in the physicalworld. If the spirit does not have a physical form towhich it is tied, it will appear, when it can be seen at all, asa translucent, wavering and insubstantial form. Thosespirits tied to a physical form may select to appear in thatphysical form, or in a translucent insubstantial version oftheir physical form. Such spirits may change from one tothe other form at will. However, doing so takes one fullround in which the spirit may do nothing else.

Many spirits will seem to be specialized versions ofConceptual Spirits, and this is true to some extent.However, the other specific types of spirits also tend tobe more complex than your basic Conceptual Spiritsand the more complex a spirit is, the more intelligent isseems to be as well.

ANGRY SPIRITS

An Angry Spirit is sub-type of all other types ofspirits. Quite often an Angry Spirit is nothing more thananother type of Spirit that has somehow been corruptedto the point that it transforms into an Angry Spirit. Itsform is always a twisted, warped version of its normalform. These spirits will do their best to destroy anythingand everything that they encounter. Most often they willuse either one of the attacks available to their originalspirit type or use a Drain attack.

Nobody is quite sure what causes this corruption, orhow it might be reversed. There have even been instanceswhere the spirit appears normal until a certain word orphrase is spoken or until a certain action has beenperformed, or until a corporeal being has been in itspresence for a specific amount of time. Whatever thetrigger is, these normal appearing spirits suddenlytransform into Angry Spirits. Such spirits are often on thecusp of being Angry Spirits and may remain like that foryears, until something gives them that final nudge.

CONCEPTUAL SPIRITS

Sometimes an idea, ideal, or concept can seem to havea life all its own. With Conceptual Spirits, this is entirelypossible. These are spirits who embody a single goal orideal of a specific concept. This can be anything from ASpirit of Marriage who embodies the concept of themarriage ceremony to a Spirit of Murder who embodiesthe concept of wrongful death in a violent manner. WhenConceptual Spirits make an attack, they will normally useeither a Possession attack or an Emanation attack.

Certain Conceptual Spirits even have the ability tomanifest in the mortal world when the conditions areright for it. For example, the Spirit of Christmas Past isable to manifest as a ghost-like wraith during the Yuleseason, and use its possession attack to force targets torelive past holidays and events in an effort to make thetarget regret its past, and to help it change its ways. It isthought that the Spirit of Christmas Past will only appearto those who have a deceased, condemned soul interveneon their behalf with some higher authority. However,scholars have been unable to prove this theory which wasformed on the basis partial accounts from a few peoplewho have claimed to be visited by the spirit.

DEVI

Devi are the most powerful of all the differenttypes of spirits. They can take a physical form at willand often act as messengers for the gods. Devi. Themajority of Devi are unique spirits. Devi also haveseveral special abilities that are unique to them as well.For more information on Devi, please refer toMonsters: A Field Guide, page 31.

There are a number of different sub-types of Devithat may be encountered. These include such spirits asthose known as Angels, Asura (Wrathful Devi), Djinn,Daimons, and many others. Certain sub-types of Deviare unable to take physical form at will, and others mayhave other strictures placed upon them.

Page 7: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

7HARPer’s Bazaar Issue #6

ELEMENTAL SPIRITS

Elemental Spirits are not creatures made up of thesubstance of a specific element; they are spirits whoembody the essence or nature of the element which theyrepresent. An Elemental Spirit need not embody all theconcepts associated with an element, however the morepowerful the Elemental Spirit, the more aspects of theelement they will represent. Elemental Spirits most oftenuse Emanation or Inundation attacks.

EMOTIONAL SPIRITS

Emotional Spirits are spirits that embody a singlespecific emotion or state of mind such as happiness,calmness, anger, or fear. Emotional Spirits like to seek outthose who are naturally experiencing the same emotionthat they embody. Emotional Spirits often use theEmanation method of attacking others if it ever has toattack. It is important to note that a Spirit of Anger is notthe same thing as an Angry Spirit.

HAUNTS

Haunts are created when an Unborn Spirit visits thephysical world and travels too close to traumatic eventsamong the living. A violent death, a severe betrayal, thetortured existence of a prisoner can all attract an unbornspirit and change it into a Haunt, a spirit filled withdistress, rage, and grief. These poor spirits are then oftentied to the location of their creation. Yearning for releaseto the spirit world, and an end to their pain and suffering,a Haunt will attack any who catches their attention. UsingPossession, Drain and Emanation attacks, a Haunt can bean extremely dangerous spirit. Those who suffer attacksfrom Haunts often relive the vile acts that brought theHaunt into being.

Haunts are often mistaken for Ghosts or other typesof Undead by those are not familiar with them. Clericstend to get a bit upset when they attempt to Turn Undead,and find that they cannot.

RATIONAL SPIRITS

These spirits are defined by hard, cold logic. It rulestheir very existence and makes them the bane of allemotion. Once a Rational Spirit has decided upon acourse of action, it is very difficult to change sway itsdecision. Doing so may only be accomplished through

logic. Rational Spirits always use Possession attacks.

SHAMAN SPIRITS

Sometimes, a Shaman will enter the SpiritWorld and never return to the mortal realms.These Shamans do this for any number ofreasons, although this occasionally happensaccidentally as well. Such spirits retain all of theknowledge and skills that they had in physicalworld when they were alive. Luckily, this typeof spirit is rare, and Shaman Spirits also oftenbelieve themselves to be above the concerns ofthe mortal world.

If, for some reason, a Spirit Shamandecides to attack, it will do so usingPossession. Once it has possessed somebody,it will be able to fully use all the spells, skills,and abilities that it had in life. It will also,unlike other spirits, have full access to the

thoughts and memories of the person its host.

STANDARD SPIRITS

Standard Spirits are often called UnbornSpirits by Shaman and others who delve into the

Spirit World. These spirits, unlike other spirits, have nofocus or theme that defines them. They have only their

base form; that of a small matrix of glowing, shiftingcolors. They also cannot make attacks of any type.

Standard Spirits will slowly evolve over time untilthey transform into another type of spirit altogether.

Page 8: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

8HARPer’s Bazaar Issue #6

THEMATIC SPIRITS

Thematic Spirits are tied to specific locations on thephysical world and to specific physical forms as well.Highly complex spirits, they exemplify individual themes orideals. These spirits are most often found at points wherethe Spirit World and the physical world cross-over andconnect, or at locations that are also strongly tied to thetheme or idea that they embody. So long as a ThematicSpirit stays within 100’ of the location to which it is tied, itreceives no Taint. However, outside that radius, it willreceive twice as much Taint would be considered normal.

When they appear in the physical world, these spiritsassume their physical forms. It is these forms that alsodetermine the types of attacks used by these spirits astheir attacks in the physical world are tied to theirphysical forms. It is rare for a Thematic Spirit to be ableto use one of the normal types of Spirit attacks, but whenit happens, Emanation and Possession attacks are theones most often found.

TOTEM SPIRITS

Totem Spirits are some of the most complex spirits.They represent a specific goal, theme, and/or ideal muchlike Thematic Spirits, but they are not tied to a specificlocation. Instead, Totem Spirits are often tied to a specificperson as a familiar. Even when not on the same plane asthe Shaman, a Totem Spirit will quite likely be shadowinghim in the Spirit World, most likely on the Astral Plane.

The Totem Spirit may move from the Spirit World tothe physical world freely, and almost instantaneously, butnever more than one transition per round. While in thephysical world, the Totem Spirit takes on the physicalform of an animal or creature that has some connectionto their ideology. While in its physical form, the TotemSpirit has only the natural attacks and defenses of itsphysical form. It has the natural enemies and allies of itsphysical form as well. Exceptional Totem Spirits mayoccasionally have supernatural abilities as well, but this isvery rare. In the Spirit World, their spirit form will alwaysbe a reflection of their physical form, and they normallyuse the Possession attack.

Totem Spirits also grant special abilities to thecharacter that they choose to follow when they becomeTotem Familiars. These special abilities are alwaysdependant upon the ideology of the totem.

Refer to page 10 for more information on theabilities of Totem Spirits in their role as familiars.

UNDEAD SPIRITS

Undead Spirits are the souls and/or spirits of onceliving people or creatures. For some reason, the spiritdoes not pass on to its afterlife. Instead, it remains tied toits body or to a specific location, such as the place of itsdeath. These are your standard types of naturallyoccurring Undead, and include such things as Ghosts,Specters, Wraiths, and others. Undead that are created

through spells, rituals, the actions of other Undead, orany sort of external agency are not considered to beUndead Spirits. The most telling aspect of an UndeadSpirit is that it normally has no corporeal form.

While all Undead Spirits may be affected by the spell,Turn Undead, not all undead will be able to affected by thespell, Banish Spirit. Since the spell, Banish Spirit, sends thespirit back to the Spirit World, undead that are affected by thisspell will eventually return, being drawn back to whatever washolding them to the material plane to begin with.

To permanently get rid of an Undead Spirit, theShaman is going to have to work to lay the spirit to restby either helping it complete some task, or showing it insome manner that it can move on to the afterworld.Sometimes, especially with Angry Spirits (of the UndeadSpirit variety); the Shaman will have to force the spirit tomove on to the afterlife.

WILDLINGS

Wildings are a unique type of spirits. They are alsothe most common type of spirit to be encountered. EachWildling has an elemental affinity that determines whattype of Wildling it is, even though no Wildlings have anysort of actual elemental abilities. Wildlings can freelymove between the Spirit World and the physical World.Wildlings do not use any of the normal spirit type ofattacks, and can only make the very slightest of attacks inthe physical world, it often requiring a number ofWildlings to even do a single point of damage.

For more information about Wildlings, refer to page4 of HARPer’s Bazaar #5.

Page 9: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

9HARPer’s Bazaar Issue #6

SAMPLE SPIRIT STATISTICS

The Devi and the Wildlings are already fully detailedin other HARP products. The Devi can be found inMonsters: A Field Guide and the Wildlings can be found inHARPer’s Bazaar #5. This section will aid the GM increating the other types of spirits described on theprevious pages.

The following tables provide Quick Stats and theRacial Stats for all of the types of spirits listed aboveexcept for Totem Spirits. Totem Spirits have the exactsame stats as the animals that they appear as. Stats forthem may be found in the core HARP rulebook or inMonsters: A Field Guide.

SPIRIT ABILITIES

Spirits may have unusual abilities in addition to theirnormal forms of attack. These abilities help to definethem and to make them different from other types ofbeings or creatures encountered.

Mundane Invulnerability – Spirits cannot beharmed by non-magical weapons. Suchweapons pass right through them withoutdamaging them. All spirits have this ability.

Iron Susceptibility – While non-magical weapons ofall types do not harm spirits, metal weapons,

specifically iron or steel weapons do cause spiritsdiscomfort and pain. Just being near suchweapons causes discomfort to the spirit. Beingstruck by such weapons, whether magical or not,will require that the spirit make a Magic-basedRR(100) or they will receive -10 to all actionswhile the spirit is within 100’ of the metal. If theweapon is made of cold forged iron, then there isno Resistance Roll. Of all the spirits, only theDevi does not have this trait. Once a spirit hasleft the radius of Iron Susceptibility, the minusesfrom being struck by metal weapons willdecrease by -1 for each minute since it left thearea (i.e. -10 becomes -9, then -8, etc.).

Planar Transition – While most spirits may onlytravel from the Spirit World to the mortalplane, there are a few types of spirits who cantravel from one plane to the other at will. Whilesuch transitions are nearly instantaneous,spirits may only make the transition once perround. Only the Devi, Totem Spirits, Wildlings,and a few specific Conceptual Spirits are knownto have this ability.

Survival Instinct – All spirits except for the Devi havethe Survival Instinct as described in the coreHARP rulebook on page 155.

statSkciuQtiripS

emaN lvL eziS RMB tinI BD stiH skcattA cnE# kooltuO erusaerT animatS lliW cigaMstiripSyrgnA 5 M 01 21 53 09 kcattArehtOroniarD09 1 kresreB -- 53 53 53

stiripSlautpecnoC 5 M 01 01 53 58 noitanamEronoissessoP57 1 seirav -- 53 53 53

iveD 02 )H(M 51 04 021 553 woB.pmoC571;drowSdratsaB581 1 .gilleB/foolA 4R)01(4R4R 081 81 571

stiripSlatnemelE 8 M 01 01 05 001 noitadnunnIronoitanamE58 1 .gilleB/foolA -- 05 05 05

stiripSlanoitomE 3 M 01 01 52 57 noitanamE56 1 .gilleB/foolA -- 52 52 52

stnuaH 5 M 01 41 04 58 noitanamEro,noissessoP,niarD57 1 tneregilleB -- 53 53 53

stiripSlanoitaR 3 M 01 01 52 57 noissessoP56 1 .gilleB/foolA -- 52 52 52

stiripSnamahS 5 M 01 41 04 58 sllepS57;noissessoP57 1 foolA -- 57 57 57

stiripSdradnatS 1 M 01 0 5 04 -- 1 foolA -- 5 5 5

stiripScitamehT 01 M 01 01 06 501 noissessoPronoitanamE59 1 seirav -- 06 06 06

sgnildliW 1 S 9 61 52 04 kcattA04 02-2 lufyalP -- 51 51 51

statSkciuQtiripS

emaN lvL eziS RMB tinI BD stiH skcattA cnE# kooltuO erusaerT animatS lliW cigaMstiripSyrgnA 5 M 01 21 53 09 kcattArehtOroniarD09 1 kresreB -- 53 53 53

stiripSlautpecnoC 5 M 01 01 53 58 noitanamEronoissessoP57 1 seirav -- 53 53 53

iveD 02 )H(M 51 04 021 553 woB.pmoC571;drowSdratsaB581 1 .gilleB/foolA 4R)01(4R4R 081 81 571

stiripSlatnemelE 8 M 01 01 05 001 noitadnunnIronoitanamE58 1 .gilleB/foolA -- 05 05 05

stiripSlanoitomE 3 M 01 01 52 57 noitanamE56 1 .gilleB/foolA -- 52 52 52

stnuaH 5 M 01 41 04 58 noitanamEro,noissessoP,niarD57 1 tneregilleB -- 53 53 53

stiripSlanoitaR 3 M 01 01 52 57 noissessoP56 1 .gilleB/foolA -- 52 52 52

stiripSnamahS 5 M 01 41 04 58 sllepS57;noissessoP57 1 foolA -- 57 57 57

stiripSdradnatS 1 M 01 0 5 04 -- 1 foolA -- 5 5 5

stiripScitamehT 01 M 01 01 06 501 noissessoPronoitanamE59 1 seirav -- 06 06 06

sgnildliW 1 S 9 61 52 04 kcattA04 02-2 lufyalP -- 51 51 51

Page 10: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

10HARPer’s Bazaar Issue #6

TOTEM FAMILIARS

When a character first becomes a Shaman, he performsa three day ritual that is taught to every Shaman. This ritualis so well taught that there is no skill or maneuver rollrequired to perform this ritual, and it does not count againstany rituals known using the Magic Ritual skill.

This ritual allows the Shaman to send a call out to theSpirit World. This call contains the blueprint of thepersonality and ideology of the Shaman. This call will beanswered by a Totem Spirit of a similar mentality. The TotemFamiliar Table can be used to randomly generate the formthat the Totem Spirit takes, or the GM may choose onethat he thinks is best for the character.

The Totem Spirit that answers this call will alwaysbe a first level spirit. It will appear before the caster inits physical form, which is identical to the animal itrepresents. The Totem Spirit will gain experience as theShaman does, always gaining an amount equal to theamount gained by the Shaman. A Shaman may onlyhave one Totem Familiar at a time, and should theShaman lose that familiar for any reason, he will haveto perform the ritual again to gain a new one. The newfamiliar will always be of the same type as the previousfamiliar, and will always be first level.

When a Shaman gains a Spirit Totem, he gainsseveral abilities. Several of these abilities are commonto both the Shaman and his totem, while others areabilities that the totem grants specifically to theShaman so long as he is within range.

Both the Shaman and the Totem gain the abilityto determine the direction of the other. So long as theShaman and the Totem are within range of oneanother, they will also be able to determine specificdistance as well as direction. This range is equal to 50’for every level of experience that the Totem has.

Both the Shaman and the Totem are also ableto view the world through the other’s eyes, so longas both are on the material plane, by concentrating.However, this only works if they are within range ofone another; that range being equal to 50’ per levelof the Totem.

Quite often a Totem Spirit will have a set ofabilities that are specifically keyed to the ideology thatit represents. These may or may not be different fromthe abilities that it grants to the Shaman.

Finally, the Totem will grant specific abilities to theShaman to which he is attached. These granted abilitiesare conferred to the Shaman for use in the pursuit of theTotem’s ideology. The powers and abilities granted byeach Totem are unique to that particular Totem. Thismeans that two Shamans with the same type of TotemFamiliar would quite likely have difference grantedabilities from their Totems.

As the Totem Familiar gains experience and levels, thepowers or abilities granted to the Shaman also grow inpower. It is quite possible that they change over time aswell. It is important to remember that the Totem will onlygrant one power or ability at a time, and that if theShaman were to ever lose his Totem Familiar, he wouldalso lose the granted ability as well. It is also possible that aTotem may withdrawal the granted ability from theShaman should the Shaman not follow or pursue theideology of the Totem, at least until the Shaman returns tothe proper path. Also, a Shaman will only be able to makeuse of these abilities when he is in range of his Totem. Thatrange is equal to 10’ for every level that the Totem has.

Page 11: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

11HARPer’s Bazaar Issue #6

lloR metoT stcepsAlaitnetoP30-10 tnA suoirtsudnI60-40 regdaB egaruoC90-70 raeB naidrauG,rewoplliW,egaruoC,htgnertS21-01 olaffuB htgnertS61-31 taC gnitnuH,ecnednepednI91-71 etoyoC retskcirT,feihcsiM22-02 worC ecitsuJ52-32 reeD ecarG,noissapmoC92-62 goD ytlayoL23-03 ylfnogarD hturTehtgnieeS,snoisullIgnikaerB,noitanigamI63-33 ettenogarD srewsnA,egdelwonK,modsiW93-73 elgaE ytiliboN,ecarG,yrevarB24-04 kwaH hturTehtgnieeS,noitavresbO,gnieeS-llA54-34 esroH ytiliboN,modeerF84-64 dribgnimmuH erusaelP,evoL,ssenecreiF15-94 noiL ytiliboN,egaruoC,ytlayoR45-25 draziL noisiV75-55 xnyL egdelwonk,sterceSforepeeK06-85 esuoM liateDrofeyE,noisiV46-16 lwO relddiR,reeSetaF,thgiNehtnirehctaW,ecneliS,modsiW76-56 rehtnaP sesneS,noitcetorP27-86 amuP rewoPtneliS,ecarG,ediuGtiripS57-37 tibbaR ytiligA,deepS,ytilitreF87-67 nevaR seiretsyM,sdoGehtforegnesseM,snemO,selcarO,retskcirT18-97 ekanS noitamrofsnarT48-28 redipS ytuaeb,redliuB,etaF78-58 gatS sngiSforeviG,noitarenegeR,rewoPenilucsaM,tseroFehtfodoL09-88 nawS selcarO,snemO,smaerD29-19 eltruT noitanimreteD,noitcetorP,ssenyhS59-39 floW ssenredliWfotraeH,egdelwonK,rednifhtaP001-69 eciohCMG

The following are the five most common types ofabilities granted by a Totem Familiar. However, these arenot the only type of abilities that may be granted. It is upto the GM to determine what the actual abilities are that agiven Totem will grant to the Shaman.

Stat Bonuses – These start out at +1 to the appropriatestat bonus and increase by +1 for every three levelsthat the Totem Spirit has.

Skill Bonuses – These start out at +2 to a skill that isrelated to the ideology of the Totem. As the Totemgains levels, this bonus may increase by another +2or another related skill may gain a +2 bonus. Thetotal bonus to skills granted by the Totem cannotexceed double the level of the Totem.

Spell Ability – With this sort of ability, the Totemactually grants a specific spell to the Shaman. TheShaman is treated as if they had 4 ranks plus anadditional 2 ranks in the spell for each level that theTotem has. This spell will always be one that isrelated to the ideology of the Totem.

Talents – A Totem could also grant a Shaman access tospecific Talents. In such a case, the Totem would begranting talents that were related to its ideology. TheTotem granting this type of ability would get 5 DPsper level for use in granting the appropriate Talent tothe Shaman.

Trait Enhancement – The Shaman could have a specifictrait enhanced by the Totem. This is very subjective andshould only apply to situations when the character isfurthering the cause of the Totem. For example, theTotem could enhance the Shaman’s courage/fearlessnessto help counter a fear causing effect, if doing so helpedfurther the Totem’s cause.

The above is just a small sampling of the abilitiesthat a Totem could grant to a Shaman. As always, it is upto the GM to determine what is right for his campaign. AGM might decide that the Totems in his game grant spell-like abilities akin to Blood Magic as described in College ofMagics. A small ability that slowly grows in power as theTotem grows in power.

Totem granted abilities may cause problems for theShaman. The Shaman is not likely to want his Totem to beon the material plane in a dangerous situation, yet the Totemhas to be physically near, and on the same plane in order forhim to grant those abilities to his Shaman.

Page 12: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

12HARPer’s Bazaar Issue #6

BANISH SPIRIT

PP COST: 7RANGE: 50’DURATION: —SPELL TYPE: AttackRR: MagicSPHERES: Cleric, Mage, Shaman, VivamancerDESCRIPTION: The target of this spell is banished back

to the Spirit World. If used against an Undead creature,the Undead’s spirit is banished to the spirit world. Thisspell is not effective against undead created using theAnimate Dead spell.

SCALING OPTIONS:Additional Target (per target) +4 PPIncrease Range (per +50’) +1 PP

DETECT SPIRIT

PP COST: 4RANGE: 50’DURATION: 2 rnds/rnk (C)SPELL TYPE: UtilityRR: —SPHERES: ShamanDESCRIPTION: Caster is able to detect one the presence

of any spirit within a 5’ radius, so long as the entire radiusis within the range of the spell. The caster mayconcentrate on a different 5’radius area each round.

This spell only tells the caster that a spirit is present,not any other information. If the caster uses the scalingoption, Increase Information, then he will also learn thetype of spirit and its general power level (weak, moderate,or strong). The power level is determined by comparisonto the power level of the caster.

SCALING OPTIONS:Increase Information +4 PPIncrease Range (per +50’) +1 PPIncrease Radius (from 5’ to 10’ radius) +2 PPIncrease Radius (per +10’) +2 PPIncrease Duration (5 rounds/rnk (C)) +2 PPIncrease Duration (10 rounds/rnk (C)) +3 PP

NEW SPELLS

BEDEVILMENT

PP COST: 11RANGE: 50’DURATION: 1 DaySPELL TYPE: AttackRR: MagicSPHERES: ShamanDESCRIPTION: This spell forces a spirit to haunt or

attack a given location or target. Both the spirit and theperson or place to be bedeviled must be within the rangeof the spell when it is cast.

Should the scaling option, Permanent Bedevilment,be used, this means that the haunting/attacks last untilthe death or destruction of the focus of the haunting/attacks, or until the spirit is banished using the spell,Banish Spirit. Spirits bound to a focus using this spellgain a +25 to all Resistance Rolls against being banished.

SCALING OPTIONS:Increase Duration (per each additional day) +6 PPAdditional Spirits (per each extra spirit) +4 PPIncrease Range (per +50’) +1 PPPermanent Bedevilment +10 PPAdditional Targets (per target) +4 PP

tiripShsinaB

stcepsA setubirttA:stcepsAnoitcA nruteR 01 :emiTgnitsaC -- --

)2*03(dnammoC 06 :egnaR '05 03:tceffEfoaerA tegraT1 01

:stcepsAtcejbO tiripS 51 :noitaruD tnatsnI 5:latoT 58 :latoT 54:stnioPlatoT 031 :stnioPrewoP 7

tnemlivedeB

stcepsA setubirttA:stcepsAnoitcA dnammoC 03 :emiTgnitsaC -- --

:egnaR '05 03:stcepsAtcejbO tiripS 51 :tceffEfoaerA tegraT1 01

:noitaruD yaD1 021:latoT 54 :latoT 061:stnioPlatoT 502 :stnioPrewoP 11

HEALING CHANT

PP COST: 5RANGE: TouchDURATION: ConcentrationSPELL TYPE: UtilityRR: —SPHERES: ShamanDESCRIPTION: So long as the caster continues to chant

and concentrates, the target heals at the rate of 1 hit perround. When using the scaling option that allows forhealing damage other than hits, the healing occurs overthe same amount of time that the hits are healed.

If the caster is healing multiple targets, then he mustbe touching the targets and/or they must be touchingeach other for this spell to work on them.

SCALING OPTIONS:Increase Healing Rate (2 hits/rnd) +2 PPIncrease Healing Rate (3 hits/rnd) +4 PPIncrease Healing Rate (4 hits/rnd) +6 PPIncrease Healing Rate (5 hits/rnd) +8 PPIncrease Healing (all other damage) +5 PPAdditional Targets (per target) +4 PP

tiripStceteD

stcepsA setubirttA:stcepsAnoitcA eviecreP 5 :emiTgnitsaC -- --

:egnaR '05 03:stcepsAtcejbO tiripS 51 :tceffEfoaerA suidar'5 01

:noitaruD )C(knr/sdnr2 01:latoT 02 :latoT 06:stnioPlatoT 08 :stnioPrewoP 4

Page 13: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

13HARPer’s Bazaar Issue #6

SPIRIT BINDING

PP COST: 7RANGE: 10’DURATION: —SPELL TYPE: UtilityRR: —SPHERES: ShamanDESCRIPTION: Caster is able to temporarily bind a

willing spirit into an item. This imbues the item with apower or ability that is related to the type of spirit, andthe power of the spirit so bound. This item may only beused once, at which point the spirit is released back intothe Spirit World. Multiple spirits may be bound into anitem to give it more complex or more powerful abilities.The actual abilities of the item are left up to the Playerand the GM to jointly decide.

If the ability of the item created makes any sort ofattack, then the attack has a modifier of +50 for an itemcontaining a single spirit, with an additional +25 for eachadditional spirit bound into the item, if that additionalspirit is not used to change or increase the abilities of theitem.

SCALING OPTIONS:Increase Uses (per additional use) +5 PPBind Multiple Spirits (per additional spirit) +4 PP

SPIRIT BOND

PP COST: 18RANGE: 50’DURATION: 10 minutes/rnkSPELL TYPE: AttackRR: WillSPHERES: ShamanDESCRIPTION: Caster is able to create a bond between

himself and a Spirit Thrall so that half of any hit damagereceived by the caster is shunted to the Thrall. If used tocreate a Bond to multiple spirits, then the shunteddamage is split equally between all of the spirits. Bondedspirits must remain with 100’ of the caster for this spell tobe effective. The scaling option, Permanent Bond, mayonly be used on spirits that have been made into apermanent Thrall.

SCALING OPTIONS:Increase Transfer (75% transfer) +3 PPIncrease Transfer (100% transfer) +6 PPIncrease Duration (1 hour/rank) +10 PPBond Additional Spirit +4 PPPermanent Bond +10 PP

tnahCgnilaeH

stcepsA setubirttA:stcepsAnoitcA laeH 5 :emiTgnitsaC -- --

)2*51(ecudeR 03 :egnaR hcuoT 01:stcepsAtcejbO ydoB 5 :tceffEfoaerA tegraT1 01

)2*51(emiT 03 :noitaruD .necnoC 01:latoT 07 :latoT 03:stnioPlatoT 001 :stnioPrewoP 5

gnidniBtiripS

stcepsA setubirttA:stcepsAnoitcA esaercnI 01 :emiTgnitsaC -- --

)2*51(llitsnI 03 :egnaR '01 02:stcepsAtcejbO metI 5 :tceffEfoaerA tegraT1 01

)2*01(cigaM 02 :noitaruD tnatsnI 5)2*51(tiripS 03:latoT 59 :latoT 53:stnioPlatoT 031 :stnioPrewoP 7

dnoBtiripS

stcepsA setubirttA:stcepsAnoitcA mraH 5 :emiTgnitsaC -- --

)2*5(evoM 01 :egnaR '05 03)2*51()ronim(mrofsnarT 03 :tceffEfoaerA stegrat2 03

:stcepsAtcejbO noitacoL 01 :noitaruD knr/nim01 002)2*51(tiripS 03:latoT 58 :latoT 062:stnioPlatoT 543 :stnioPrewoP 81

SPIRIT BURN

PP COST: 5RANGE: 50’DURATION: —SPELL TYPE: AttackRR: MagicSPHERES: ShamanDESCRIPTION: When cast, the spirit has to make a

Resistance Roll or lose 10% of his total hits. Should aspirit lose all of his hits in this manner, it is totallydestroyed.

SCALING OPTIONS:Additional Targets (per target) +4 PPIncrease Range (per +50’) +1 PPIncrease Damage (per +10%) +3 PP

nruBtiripS

stcepsA setubirttA:stcepsAnoitcA mraH 5 :emiTgnitsaC -- --

)2*51(llitsnI 03 :egnaR '05 03:tceffEfoaerA tegraT1 01

:stcepsAtcejbO tiripS 51 :noitaruD tnatsnI 5:latoT 05 :latoT 54:stnioPlatoT 59 :stnioPrewoP 5

Page 14: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

14HARPer’s Bazaar Issue #6

SPIRIT CAPTURE

PP COST: 20RANGE: 50’DURATION: —SPELL TYPE: AttackRR: MagicSPHERES: Shaman

DESCRIPTION: Caster forcibly traps a spirit into acontainer possessed by the caster, and sets a seal uponopening of the container that prevents the spirit fromleaving it so long as the container and the seal are intact.The trapped spirit may still use whatever senses areavailable to it based on the form of the container (i.e. itcan see out if the container is a glass bottle). Whiletrapped in the container, the spirit is trapped in the formof a colored mist. Breaking the seal or opening thecontainer releases this mist which will billow forth andflow into the normal form of the spirit.

When using the scaling option, Capture MultipleSpirits, each spirit must be bound or trapped in its ownindividual container. No more than a single spirit mayever be trapped or captured and bound into onecontainer.

When using the scaling option, Thrall Usage, thecaster sets the container up so that the captured spiritmay be released from its container once for each timethat the scaling option is used. The spirit, when released,acts as if it was under the spell, Spirit Mastery. This meansthat it has to follow all of the orders given by the personwho released it to the best of its ability. The spirit mustfollow all of the orders until the person who released itcommands it to return to the container or until theduration of the Thrall Usage scaling option has passed. Ifthe duration has elapsed, the spirit is forcibly returned toits container and cannot be released again until thatduration has passed again. See the sidebar on CapturedSpirits for more information

SCALING OPTIONS:Increase Range (per +50’) +1 PPCapture Multiple Spirits (per additional spirit) +4 PPThrall Usage Minor (per each usage) +7 PPThrall Usage Major (per each usage per day) +14 PP

erutpaCtiripS

stcepsA setubirttA:stcepsAnoitcA erotS 02 :emiTgnitsaC -- --

)2*03(dnammoC 06 :egnaR '05 03)2*03()rojaM(mrofsnarT 06 :tceffEfoaerA stegraT2 03

:stcepsAtcejbO tiripS 51 :noitaruD tnatsnI 5:ycnenamreP seY 002

:latoT 551 :latoT 542:stnioPlatoT 004 :stnioPrewoP 02

CAPTURED SPIRITS

Spirits that have been captured and boundinto containers are very unlikely to be happyabout their imprisonment. When released, theyare quite likely to take out their anger on thosenearest them.

Some captured spirits are bound into itemswith the Thrall Usage scaling options. Thesespirits may be released from their containers aspecific number of times, or a specific numberof times per day.

If the scaling option, Thrall Usage Minor, isused, then the imprisoned spirit may be releaseda limited number of times prior to beingreleased from its prison. Each time it is releasedit must follow the commands of the personwho released it for up to 24 hours, or it iscommanded to return to its container,whichever comes first. Once all of the “releases”have been used, the spirit will be released fromits prison the very next time somebody tries torelease it.

If the scaling option, Thrall Usage Major, isused, then the spirit may be released a specificnumber of times each day. Each time it isreleased it must follow the commands of theperson who released it until it is commanded toreturn to its container or until 1 hour haspassed, whichever comes first. Should the spiritbe released more times in a single day than isallowed by the spell, then the spirit will bepermanently released.

In both cases, the captured spirit is treatedas being under the effects of a Spirit Mastery/Spirit Thrall spell for the durations given above.

COMMANDING CAPTURED SPIRITS

When released, using one of the Thrallscaling options, the spirit must obey allcommands given to it by the person whoreleased it. The spirit will follow thesecommands to the best of its abilities. However,it is important to point out that spirits do nothave the same morals or ethics of people.

Page 15: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

15HARPer’s Bazaar Issue #6

SPIRIT EMANATIONS

PP COST: 7RANGE: SelfDURATION: 2 rnds/rnkSPELL TYPE: AttackRR: WillSPHERES: ShamanDESCRIPTION: Caster imbues himself with the power

of an Emotional Spirit. This power fills a 50’ radius,centered upon the caster. Targets within that radius mustmake a Resistance Roll or be overcome by the emotionbeing emanated. The actions of the targets will then bebased upon those emotions. The caster is not immune tothis effect and is also required to make a Resistance Roll.

SCALING OPTIONS:Increase Radius (per +10’) +2 PPIncrease Duration (5 rounds/rnk) +4 PPIncrease Duration (10 rounds/rnk) +6 PP

If the spirit’s master asks the spirit to bringhim a pile of gold, the spirit will do so.Unfortunately, this pile of gold is going to comefrom the nearest stash that the spirit can locate.This could be the gold possessed by the friendsof the spirit’s master or from a nearby banditor king. Nor would this prevent the spirit fromapologizing to the person he is stealing the goldfrom and letting them know who is behind thetheft.

To put it another way, spirits that havebeen captured by the use of the Spirit Capturespell tend to be very resentful of theirimprisonment and the slavery that can also beimposed. Therefore, the spirits will be veryliteral in following any commands given, andwill try to twist those commands in any waypossible that allows them to get back at theperson enslaving them.

FOLKLORE

Ages ago, a wise and powerful Shamannamed Solmar captured many powerful spiritsknown as Djinn in bottles, and had thosebottles taken to the farthest reaches of the worldto be hidden. Not all of those bottles reachedtheir destination however and from those thatdid not, came the legends of genies.

One of the features of the spell as used bySolmar was that when the spirit was released, ithad to ask the person who released it what thatperson wanted. This was often done wasphrases such as “What is your wish”, “Your wishis my command”, and others along the sameline.

Tales and stories spread by those who hadwitnessed this grew in the telling until manypeople came to believe that a genie could grantanything that its master wished for.

This is not true. The captured spirit islimited by its own abilities and powers.However, this belief has often worked to theadvantage of the captured spirits as the morewily spirits have learned how to manipulatetheir masters into inadvertently freeing themfrom their imprisonment.

SPIRIT LINK

PP COST: 5RANGE: 10’DURATION: 2 rnds/rnkSPELL TYPE: UtilityRR: —SPHERES: ShamanDESCRIPTION: Caster links his vision to that of a

willing spirit. He can then view the world through thespirit. This does not give the caster any control over thespirit. While using this spell, the caster cannot view theworld through his own senses. If the character is usingthe scaling option, Secondary Sensing, he can viewthrough both his normal senses and those of the spirit.

SCALING OPTIONS:Include Hearing +3 PPIncrease Duration (5 rounds/rnk) +4 PPIncrease Duration (10 rounds/rnk) +6 PPSecondary Sensing +5 PP

snoitanamEtiripS

stcepsA setubirttA:stcepsAnoitcA ecnahnE 51 :emiTgnitsaC -- --

:egnaR fleS 5:stcepsAtcejbO cigaM 01 :tceffEfoaerA suidar'05 06

)2*51(tiripS 03 :noitaruD knr/sdnr2 02:latoT 55 :latoT 58:stnioPlatoT 041 :stnioPrewoP 7

kniLtiripS

stcepsA setubirttA:stcepsAnoitcA eviecreP 5 :emiTgnitsaC -- --

)2*01(egreM 02 :egnaR '01 02:stcepsAtcejbO sesneS 5 :tceffEfoaerA tegraT1 01

)2*51(tiripS 03 :noitaruD )C(knr/sdnr2 01:latoT 06 :latoT 04:stnioPlatoT 001 :stnioPrewoP 5

Page 16: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

16HARPer’s Bazaar Issue #6

SPIRIT MASTERY

PP COST: 8RANGE: 50’DURATION: 2 rnds/rnkSPELL TYPE: AttackRR: WillSPHERES: ShamanDESCRIPTION: The caster may control the actions of

one spirit, compelling it to obedience by sheer force of willand magic. When the spell is over, the spirit will actaccording to its normal nature. The caster cannot forcethe spirit to willingly submit to other spells.

SCALING OPTIONS:Increase Duration (5 rounds/rnk) +4 PPIncrease Duration (10 rounds/rnk) +6 PPIncrease Duration (1 minute/rnk) +8 PPControl Additional Spirits (per additional spirit) +4 PPIncrease Range (per extra 50’) +1 PP

SPIRIT TRAP

PP COST: 10RANGE: 10’DURATION: —SPELL TYPE: AttackRR: MagicSPHERES: ShamanDESCRIPTION: Caster is able to temporarily bind an

unwilling spirit into an item. This imbues the item with apower or ability that is related to the type of spirit, andthe power of the spirit so bound. This item may only beused once, at which point the spirit is released back intothe Spirit World. Multiple spirits may be bound into anitem to give it more complex or more powerful abilities.The actual abilities of the item are left up to the Playerand the GM to jointly decide.

If the ability of the item created makes any sort ofattack, then the attack has a modifier of +50 for an itemcontaining a single spirit, with an additional +25 for eachadditional spirit bound into the item, if that additional spiritis not used to change or increase the abilities of the item.

SCALING OPTIONS:Increase Uses (per additional use) +5 PPBind Multiple Spirits (per additional spirit) +4 PP

yretsaMtiripS

stcepsA setubirttA:stcepsAnoitcA lortnoC 02 :emiTgnitsaC -- --

)2*03(dnammoC 06 :egnaR '05 03:tceffEfoaerA tegraT1 01

:stcepsAtcejbO tiripS 51 :noitaruD knr/sdnr2 02:latoT 59 :latoT 06:stnioPlatoT 551 :stnioPrewoP 8

SPIRIT THRALL

PP COST: 14RANGE: 10’DURATION: 1 DaySPELL TYPE: AttackRR: MagicSPHERES: ShamanDESCRIPTION: This spell may only be cast on spirits

that are under the control of the spell, Spirit Mastery.When cast, it extends the duration of the Spirit Masteryspell to 1 full day.

SCALING OPTIONS:Increase Duration (per additional day) +6 PPIncrease Duration (1 day per rank) +15 PPMake Permanent Thrall +20 PP

llarhTtiripS

stcepsA setubirttA:stcepsAnoitcA ecnahnE 51 :emiTgnitsaC -- --

)2*02(lortnoC 04 :egnaR '01 02)2*03(dnammoC 06 :tceffEfoaerA tegraT1 01

:stcepsAtcejbO tiripS 51 :noitaruD yaD1 021:latoT 031 :latoT 051:stnioPlatoT 082 :stnioPrewoP 41

parTtiripS

stcepsA setubirttA:stcepsAnoitcA esaercnI 02 :emiTgnitsaC -- --

)2*51(llitsnI 03 :egnaR '01 02)2*03(dnammoC 06 :tceffEfoaerA stegraT1 01

:stcepsAtcejbO metI 5 :noitaruD tnatsnI 5)2*01(cigaM 02)2*51(tiripS 03:latoT 561 :latoT 53:stnioPlatoT 002 :stnioPrewoP 01

Page 17: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

17HARPer’s Bazaar Issue #6

SPIRIT TRAVEL

PP COST: 9RANGE: SelfDURATION: 5 rnds/rnkSPELL TYPE: UtilityRR: —SPHERES: ShamanDESCRIPTION: Caster transforms his body into a tiny

pendant that hangs around the neck of his spirit form asit travels the edges of the spirit world. While in this form,the caster travels at 10 times his normal pace. At the endof the spell, the caster is returned to the mortal plane athis new location. To the caster, he appears as if he istraveling through a tunnel of swirling mist. Unless thecaster has a spirit willing to guide him to a specificlocation or destination, the caster can only travel in astraight line in the intended direction, and the caster has a10% of going in the wrong direction altogether.

The scaling option, Spirit Portal, allows the caster tocreate a mystical portal that allows any who enter it totravel in the manner described above. This portal remainsopen for an amount of time equal to the spell’s durationper rank. This means that if the duration is 5 rounds perrank, that the portal will remain open for 5 rounds. Whilethe portal is open, any number of people or creatures mayenter, and overall travel time is based on that of the caster.

SCALING OPTIONS:Increase Duration (10 rounds/rnk) +6 PPIncrease Duration (1 minute/rank) +8 PPIncrease Duration (10 minutes/rank) +9 PPAdditional Targets (per target) +4 PPSpirit Portal +15 PP

SPIRIT WALK

PP COST: 6RANGE: SelfDURATION: 5 rnds/rnkSPELL TYPE: UtilityRR: —SPHERES: ShamanDESCRIPTION: Caster separates his spirit form from

his body and travels the edges of the Spirit World. Thisspirit form is linked to his body through a mysticalumbilical. While traveling, he can view the mortal realm;although he is limited to viewing auras not actual people(see The Astral Plane on page 3 for more information).While in this form, the caster may travel, and even flythrough the Spirit World at a rate equal to 10 times hisbase movement rate.

Shortly before the end of the spell, the caster will feel atugging through the umbilical. The greater the distancefrom his body, the stronger and the sooner he will feel thetugging. By following the umbilical, the caster can return tohis body in half of the time that it would have taken him totravel straight from his body to his spirit’s location.

SCALING OPTIONS:Increase Duration (10 rounds/rnk) +6 PPIncrease Duration (1 minute/rank) +8 PPIncrease Duration (10 minutes/rank) +9 PP

levarTtiripS

stcepsA setubirttA:stcepsAnoitcA levarT 01 :emiTgnitsaC -- --

)2*03()rojam(mrofsnarT 06 :egnaR fleS 5:stcepsAtcejbO ydoB 5 :tceffEfoaerA fleS 5

)2*51(tiripS 03 :noitaruD knr/sdnr5 05:latoT 501 :latoT 06:stnioPlatoT 561 :stnioPrewoP 9

klaWtiripS

stcepsA setubirttA:stcepsAnoitcA levarT 01 :emiTgnitsaC -- --

:egnaR fleS 5:stcepsAtcejbO ydoB 5 :tceffEfoaerA fleS 5

)2*51(tiripS 03 :noitaruD knr/sdnr5 05:latoT 54 :latoT 06:stnioPlatoT 501 :stnioPrewoP 6

Page 18: H ER S BAZAAR - the-eye.eu...HARP. I hope that you enjoy them and enjoy using them in your games. HARPer’s Bazaar 2 Issue #6 NEW PROFESSION SHAMAN The Shaman is the often the spiritual

18HARPer’s Bazaar Issue #6

SUMMON SPIRIT

PP COST: 8RANGE: 10’DURATION: 2 rnds/rnkSPELL TYPE: UtilityRR: —SPHERES: ShamanDESCRIPTION: Caster summons a spirit of a specific

type. It appears in the Containment Circle (refer toCollege of Magics, pages 64-65 that the caster has createdto receive the spirit. A spirit may not be summonedwithout a Containment Circle unless the scaling option,No Containment Circle, has been used. It takes 3 roundsfor the spirit to appear. At the end of the duration, solong as the spirit is still within the Containment Circle, itwill automatically be returned to where it came from. Ifthe spirit is not within the Containment Circle at the endof the spell, it will remain in the mortal realm until it isbanished or it returns to the Spirit World on its own. Thisspell gives no control over the summoned spirit.

SCALING OPTIONS:Increase Duration (5 rounds/rnk) +4 PPIncrease Duration (10 rounds/rnk) +6 PPNo Containment Circle +8 PPSummon Known Spirit +8 PPOption 2 xx PP

The visions granted by this spell very specific innature. They show the caster images and sounds thatrelate specifically to the topic about which the casterwishes to receive information. This form of scryingcannot show the caster images or scenes where the personor place have been warded (College of Magics, page 97). Ifthe topic of a vision is a person or place, it must be onethat the caster has physically seen before. He cannot scryout people that he has never seen, nor a place that he hasnever been. If the vision shows the caster a specific place,which contains people that he has never seen, thosepeople will be seen as wavery forms that he will be unableto identify.

SCALING OPTIONS:Increase Visions (2 topics) +4 PPIncrease Visions (3 topics) +8 PP

tiripSnommuS

stcepsA setubirttA:stcepsAnoitcA llaC 01 :emiTgnitsaC -- --

)2*01(levarT 02 :egnaR '01 02)2*03(dnammoC 06 :tceffEfoaerA tegraT1 01

:stcepsAtcejbO tiripS 51 :noitaruD knr/sdnr2 02:latoT 501 :latoT 05:stnioPlatoT 551 :stnioPrewoP 8

VISION CHANT

PP COST: 7RANGE: SelfDURATION: 1 HourSPELL TYPE: UtilityRR: —SPHERES: ShamanDESCRIPTION: Caster goes into a trance for 1 hour,

chanting the entire time, and gets a vision about a specifictopic determined prior to this spell being cast. If the spellis interrupted and the caster does not remain within thetrance for the full hour, he will not be able to rememberthe vision upon waking.

WARNING CHANT

PP COST: 8RANGE: SelfDURATION: 1 HourSPELL TYPE: UtilityRR: —SPHERES: ShamanDESCRIPTION: When cast prior to another chant or

spell in which the caster’s body is effectively incapacitated,such as with the Vision Chant or Spirit Walk spell, thiswill set up a 10’ radius area centered upon the caster witha simple specific trigger, such as a person entering the areaor touching his shoulder and calling him by name, thatwill immediately cancel the incapacitating spell and bringthe caster to full alertness 1 round later.

SCALING OPTIONS:Increase Duration (per additional hour) +5 PPIncrease Radius (per additional 10’ radius) +2 PP

tnahCnoisiV

stcepsA setubirttA:stcepsAnoitcA eviecreP 5 :emiTgnitsaC -- --

:egnaR fleS 5:stcepsAtcejbO sesneS 5 :tceffEfoaerA fleS 5

)2*01(noitaniviD 02 :noitaruD ruoH1 001:latoT 03 :latoT 011:stnioPlatoT 041 :stnioPrewoP 7

tnahCgninraW

stcepsA setubirttA:stcepsAnoitcA eviecreP 5 :emiTgnitsaC -- --

)2*5(mraH 01 :egnaR fleS 5:tceffEfoaerA fleS 5

:stcepsAtcejbO noitaniviD 01 :noitaruD ruoH1 001:latoT 53 :latoT 011:stnioPlatoT 541 :stnioPrewoP 8