(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
|
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