Spellcasting
You cast spells drawn from the shaman spell list,
detailed in Chapter XII. Your Wisdom modifier
is your Spellcasting Ability Modifier (SAM) for
this track. The DC for your spells is equal to 10 +
½ your character level + your Spellcasting Ability
Modifier. You can only cast a certain number of
spells of each spell level in a [Scene]. That number
is noted on the “Spells per [Scene] by Circle” section
of the table above. You also receive bonus
spells per [Scene] for having a high Spellcasting
Ability Modifier.
You can only cast spells that you know. You
gain an additional three spells known every time
you gain a circle in this track. Any time that you
level up, you can unlearn a single spell and learn
a new spell of the same level. You cannot learn
spells of a level you cannot cast. You may use an
available spell slot of a circle to cast any spell you
know of that circle or lower.
1st Circle)3 Spells Known (Bless/Bane, Cure/Inflict Light Wounds, Sanctuary)
4+2 Spells / Scene
4 remaining
Bless
You create a spread with a radius of your [Close]
range originating from you, which grants allies in
its area a +1 bonus to attack rolls and Will saves
for the duration of the spell.
Incantation: The target of your Incantation gains a
+1 bonus to attack rolls and Will saves. This bonus
increases by 1 for every six levels you possess.
Reversal – Bane
You create a spread with a radius of your [Close]
range originating from you, which gives opponents
in its area a -1 penalty to attack rolls and
Will saves for the duration of the spell.
Cure/Inflict Light Wounds (2d4+8) / 2d6+8 (2d6+13 with weapon)
Target: Creature within [Close] range
You heal the target creature 2d4 HP, plus 2 HP
per level, and remove up to one of the following
conditions currently affecting the creature:
[Bleeding], [Burning], [Dazzled], [Deafened],
[Fatigued], [Shaken], or [Sickened]. If this spell
targets a creature that is damaged by [Positive]
effects, it functions as inflict light wounds instead,
except it is not a [Negative] effect.
Reversal: Inflict Light Wounds
You deal 2d6 damage, plus 2 damage per level
you possess, to the target. A successful Will save
halves the damage. If this spell targets a creature
that is healed by [Negative] effects, it functions
as cure light wounds instead, except it is not a
[Positive] effect.
Sanctuary
The target (touched) creature becomes warded until the end of the encounter. If a creature
would target the warded creature with an offensive
action, that action is not taken. A successful
Will save negates this effect; a failed Will save
means the creature cannot target the warded creature
with any offensive action for one [Round]. If
the warded creature takes an offensive action, it is
no longer warded. This spell and its effects are not
considered offensive actions.
2nd Circle)3 Spells Known (Cure/Inflict Moderate Wounds, Nature's Power, Resist Elements/Energy Vulnerability)
3+1 Spells / Scene
3 Remaining
Cure/Inflict Moderate Wounds 2d4+12 / 2d6+12 (2d6+17 with weapon)
Target: Creature within [Close] range
You heal the target creature 2d4 HP, plus 3 HP
per level, and remove up to one of the following
conditions currently affecting the creature:
[Bleeding], [Burning], [Dazzled], [Deafened],
[Fatigued], [Frightened], [Shaken], [Sickened],
[Slowed], or [Stunned]. If this spell targets a creature
that is damaged by [Positive] effects, it functions
as inflict moderate wounds instead, except it
is not a [Negative] effect.
Reversal: Inflict Moderate Wounds
You deal 2d6 damage, plus 3 damage per level
you possess, to the target. A successful Will save
halves the damage. If this spell targets a creature
that is healed by [Negative] effects, it functions
as cure moderate wounds
Nature’s Power
Target: Creature within [Close] range
The target creature gains a +2 bonus to attack rolls,
damage, and the save DCs of its spells, spell-like
abilities and supernatural abilities until the end of the [Scene].
Resist Elements
Target: One creature within [Close] range
Choose a type of elemental energy ([Acid],
[Cold], [Electricity], or [Fire]). The touched creature
gains [Lesser resistance] to that energy type until the end of the [Scene]
Reversal: Elemental Vulnerability
Choose a type of elemental energy ([Acid],
[Cold], [Electricity], or [Fire]). Your target gains
[Vulnerability] to that energy type for the rest of the [Encounter] unless they pass a Fortitude save.