Monday, December 10, 2012

Fantasy Core RPG: Witch Doctor/Village Shaman

FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF 
NPC PDF

NPC Index

The Witch Doctor/Village Shaman
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Spell Level Limit
1st
+0
+0
+0
+2
1
2nd
+1
+0
+0
+3
1
3rd
+1
+1
+1
+3
2
4th
+2
+1
+1
+4
2
5th
+2
+1
+1
+4
3
Description: These are the types of Wizards found in barbarian areas or among humanoids.  They may be tribe or clan leaders, or close associates of the leader.  For the most part, they are motivated by helping their people and keeping their personal status secure.  They typically have a hodge-podge of Wizard spells and are always very desirous of acquiring more. 
Their power may be innate Arcane or Divine with a supernatural Pact providing additional abilities.  They are ill trained with smattering of talent and a few traditions and maybe an elder to guide them.  But, they are highly motivated to become proficient in the craft (likely under pain of death). These primitive spellcasters will highly jealous of anyone displaying more magic skills than themselves.
Hit Die: d6.
Prime Abilities: Int and Wis.
Subprime Abilities: Str and Con.
Weapon and Armor Proficiency: Witch Doctors and Shaman are proficient with primitive daggers (50% chance to break on max damage), clubs, short bows, darts, and staves. They typically do not wear armor or use shields.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, spell scrolls, hide parchment, quill and ink, fetish bag, dagger or staff.

Spells
A Witch Doctor or Shaman starts with a precious collection of spell scrolls, likely legacy items from their predecessors.  Their starting spells would be sparse and random.  Figure 1 + 1d4 0-level Wizard spells plus 1d6 1st-level spells.  As they rise in level, they would understand more of the scrolls the tribe owns, perhaps 1d4 2nd and 1d4 3rd level spells. New spells would have to be bought, bartered, found, or stolen.  The spellcaster must copy the acquired spells on to scrolls and practiced before being used in the field. Assume a day per spell.

Spellcasting
Witch Doctors and Shamen know a handful of spells, but they are pretty good at casting them.  They may cast any spell they know by making a Spellcheck: Int bonus + ½ level vs. DC 10 + Spell Level. (Cantrips are DC 10.)  With 3 cumulative failures in a turn/encounter, all magic use is suspended pending 1 turn of rest. The Spell Level Limit is the highest spell level that they can cast.  A spellcaster must roll to activate a spell, even if their Spell Check is greater than the spell’s DC.  A Natural 1 is a Botch, meaning all spellcasting is immediately suspended until the caster has had 1 turn of rest.  A Saving Throw against a spell has a DC of 12 + 1/2 caster level

Witch Doctors or Shamen will cast Forbidden Spells without any ethical concerns.  They cast Ceremony spells as Wizards.  They may attempt Ceremony spells over their Spell level, but will likely need a sacrifice to have any shot at it working.  There is the possible loss of Wis points from blowing such spells.

Special Spellcasting Abilities
Witch Doctors or Shamen also innately have these supernatural abilities.  Use their Wis bonus + ½ level to cast them.

First Aid: They know how to apply first aid to heal the wounded.  (Not actually a spell, but a skill.)
Magical Healing: They may fully heal all hp damage Wis bonus x a day, including themselves and those below 0 hp, but not yet dead.

At Will Spells: (Does not require a casting roll.)
● Detect Lies: Detects knowingly told falsehoods. 
● Detect Magic: Detects spells, magic items, and magic creatures within 60 ft.
● Detect Poison: Detects poison in one creature or object.
● Detect Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 10' radius/level.
● Light: When cast on an object, it shines like a torch.  Can only have one such object active at a time.  Lasts 1 turn, but may be dismissed at will.

Encounter Spells: May be attempted once per turn/encounter, DC 12 to cast.
● Gentle Repose: Preserves one corpse. Permanent.
● Neutralize Poison: Detoxifies venom in or on subject.
● Remove Disease: Cures all diseases affecting subject.
● Remove Fear: Suppresses fear in a subject for 1 turn/encounter.

Daily Spells: May be attempted once a day, DC 18 to cast.
● Break Enchantment: Frees subject from enchantments, alterations, curses, and petrifaction. This is a Ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.
● Commune: Deity answers one simple question. This is a Ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.

● Dismissal/Exorcism: Forces a demonic creature or possessing spirit to return to its native plane, must have less HD than caster.

No comments:

Post a Comment