Shaman, Animal

Shaman, Animal

Cost: 5
Devotion: Your Devotion must be Shamanism. You can have only one Devotion specialty header.
Requirement: You must have the Sphere of Weald or Legacy to take this header.

The world around you is filled with spirits, not only in living things, but in the elements that comprise the world. Unlike the Druids, who call to the spirits and ask for their aid, you bond with spirits directly, drawing on their power and in turn strengthening them. You do this by forming an Effigy that represents those spirits. This Effigy forms the bond between you and the spirits, and with it you manifest their power.

You create an Effigy through the clothes you wear and the tokens you carry and display. It is not enough to hear and see and feel the spirits; you must become a physical representation of the spirits you call upon. Your Effigy is represented in three ways.

First, your robes or furs or armor must have colors and paints and decorations that look, to the spirits and those around you, like the animals you call upon. Shamans favor natural decorations, and are more powerful when they create these effects with materials like feathers and furs and bone than with silks or other highly refined materials.

Second, you carry tokens and totems and fetishes that represent your spells and your ties to the animals. It is not unheard of to have these tokens glow softly. (Blue light is not allowed because it is so harmful to night vision.) These can be dangling pieces, attached badges, decorated weapons, or extra costuming pieces like mantles, stoles, or belts. Third, you have a Shamanic Mask that completes your Effigy. Your mask is something that changes your face or head to bring your Effigy in line with the forces you bind to. Some shaman wear a physical mask decorated to look like a particular animal. These physical masks are generally exaggerated, and more of an artistic expression with color and form that changes your silhouette. Some shaman wear a hood, helmet, or headdress to complete their Effigy. Some shaman wear complex war-paint, decorating their faces to change their appearance to evoke the spirits they bind to. Particularly powerful shaman might have some combination of these, completing their Shamanic Mask with feathers and leather and other decoration.

At the beginning of each event you create a Circle of Bone which is decorated with representations of your one or two favored animals. This circle, once placed, cannot be moved for the entire event, at least not without special magic to do so. The circle cannot be indoors, nor can it be placed in a manner that will block paths or traffic or cause an undue trip hazard.

Twice per event, if you are in your Circle of Bone, touch a recipient, choose Earth, Fire or Water, and call out “Refresh [Attribute] by Weald” to strengthen them.

Animal Magic

Cost: 4

You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Legacy or Weald spheres. This point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.

Animal Messenger

Cost: 5
Information Skill

You conjure an animal spirit and send it forth into the deep Weald to find their way to others. If you use this skill between events you may prepare a description of the vision to be sent to a specific recipient you know by name. This description is not a letter, but instead must be written as one might experience a vision. This vision is sent, along with the name and description of the recipient, to plot. An animal spirit attempts to visit the recipient and deliver the vision to them. You may send one vision between events.

There are certain characters who, though powerful magic or natural gifts, attract energies and spirits of the Weald. If you convince these characters to help, you can cast this spell during an event. Prepare a physical manifestation of your vision on parchment. You must include the name and description of the recipient at the top of the vision and a description of the vision underneath. The parchment and writing must be of reasonable quality. Exhaust a point of Air and cast this spell in the presence of a willing character so infused with the Weald. You may hand the manifestation of the vision to them to complete the summoning. In time the vision will be carried by the animal messenger and find its way to the recipient. There may be creatures and effects that can block or intercept animal messengers.

Clawed Effigy

Cost: 2

You may grow and retract claws in both hands with which you may attack and parry. You may fight with a claw in each hand at the same time, but you may not fight with claws and other weapons or a shield. You may use one long claw and one medium claw. If you have another ability that also allows you to use claws, you may instead fight with two long claws. The time it takes to prepare the claws or put them away is the time it takes to grow or retract the claws.

Durability of the Shaman

Cost: 5

You gain +1 to your Vitality attribute.

Healing Adept

Cost: 5
Requirement: Blessing of Health

If you use both castings from the Legacy spell, A Blessing of Health, on recipients other than yourself, you gain an additional casting for use on others. You cannot use this additional casting to heal yourself.

Sacred Weapon of Bone

Cost: 2

If you are skilled in the use of a bone weapon, you may hold the bone weapon in your off hand while casting spells. If the weapon is one handed you may use it to block attacks as well. If you can create and use claws you may hold your claw props in your off hand while casting spells, and you can use one claw to block attacks as well. (To use bone weapons, you must provide appropriate weapon props made to look like they are constructed primarily of bone.)

Regeneration

Cost: 3

When you focus for one minute to refresh armor points you also heal one point of Vitality.