Author Topic: [3.X] Fivefold Paths of Magic - Heed my call, o' spirits! Grant me thy power!  (Read 3255 times)

Offline Rizban

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The Fivefold Paths of Magic - Shamanism



Table of Contents

Introduction

I have been playing D&D for several years and made a fair amount of homebrew in that time. One of my most ambitious projects, which is still being worked on, is "Rizban's E6 Compendium". In some ways, that project inspired this one, though they have very little in common. Another large inspiration for this project was the Aldhaven: Vicious Betrayals game run on this site continuously for three years. It was a fairly massive game with around 10 active DMs and nearly 70 active players at the height of its popularity. Many aspects of that game got me thinking and brainstorming about how I would want to create a new world if I ever started a new game.

As it so happens, I'm working on producing a new setting for a game in real life that departs fairly strongly from the traditional generic Greyhawk setting of Dungeons & Dragons. In this game world, magic is a bit more varied and does not function in the traditional sense. Along with leaving all non-magical classes in the dust, the traditional 3rd edition casters just don't fit thematically with the world I want to create. While I could just change the fluff and call it good enough, that falls short of my vision for what could be. This project is meant as a full replacement for the traditional Vancian magic of D&D. If you are familiar with the various alternate magic systems in different source books, you're certain to see some familiar elements. I definitely draw inspiration from the official material and work to make content that feels like D&D without feeling like just a simple skin forced on top of a generic vancian spellcaster.



The Fivefold Paths

Magic. The very word brings forth visions of miracles and pestilence, healing and destruction, blasts of conjured flame, summoned monstrosities from the darkest pits, and anything that the mind can imagine. To the layman, this is all simply "magic." To the learned, however, there is far more than any one person can hope to learn in a lifetime of study.

Though there are many methods to the madness, there are five distinct paths to power known as the Fivefold Paths. Each manipulates the energies of the world in a unique manner, accomplishing feats that the other paths are simply unable to mimic. These paths are Alchemy, the mathematical magic of transmutation and enchantment; Asceticism, the magic of self, the mind and soul, power drawn from within through meditation and physical training; Invocation, the making of pacts with powerful beings and calling upon their power; Shamanism, calling forth beings from the spirit world into magic charms, called totems, to harness their power; and Theurgy, those chosen by the gods to channel their power into the world and enact their will.
« Last Edit: October 30, 2013, 01:09:45 AM by Rizban »

Offline Rizban

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Shaman
"By a thousand lights from a thousand souls, we navigate our way through the darkness. Look up to the heavens, for within ourselves, we mirror the stars."
– Serhan Tilki, human shaman


Img © Kiliii Fish. Licensed for use under CC BY-NC-ND 2.0

From the depths of time immemorial, the spirits have lived. Between the spirit world and our own are many paths winding back and forth across creation. Armed only with beads, rattles, charms, and prayer, the shaman wends his way through hidden paths by his ritual dance as he utters mystic chants to call the spirits to his aid. As many and varied as the stars above, so are the spirits; and as like calls to like, the spirits and shaman draw unto one another, sharing their presence and their power between them. As the shaman navigates the inscrutable landscape of the spirit world, he draws ever closer to true understanding.

Making a Shaman
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Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Called
Spirits
Ephemera
1st
+0
+0
+0
+2
Aura, spirits of healing and harming
2
1
2nd
+1
+0
+0
+3
Totem binding, 1st totem
3
2
3rd
+1
+1
+1
+3
Spirit sight
3
3
4th
+2
+1
+1
+4
Spirit's favor
4
4
5th
+2
+1
+1
+4
2nd Totem
4
5
6th
+3
+2
+2
+5
Rapid calling 1/day
4
6
7th
+3
+2
+2
+5
Dual totem bind
5
7
8th
+4
+2
+2
+6
3rd Totem
5
7
9th
+4
+3
+3
+6
Greater ephemera capacity +1
5
8
10th
+5
+3
+3
+7
-
6
9
11th
+5
+3
+3
+7
4th Totem
6
10
12th
+6/+1
+4
+4
+8
Rapid calling 2/day
6
11
13th
+6/+1
+4
+4
+8
Triple totem bind
7
12
14th
+7/+2
+4
+4
+9
5th Totem
7
13
15th
+7/+2
+5
+5
+9
Greater ephemera capacity +2
7
13
16th
+8/+3
+5
+5
+10
-
8
14
17th
+8/+3
+5
+5
+10
6th Totem
8
15
18th
+9/+4
+6
+6
+11
Rapid calling 3/day
8
16
19th
+9/+4
+6
+6
+11
Dual totem bind
9
17
20th
+10/+5
+6
+6
+12
Spirit walker, 7th totem
9
18

Hit Die: d6
Class Skills (4 + Int modifier per level, ×4 at 1st level): Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), and Spellcraft (Int).

Class Features
All of the following are class features of the Shaman.
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« Last Edit: October 30, 2013, 03:25:49 AM by Rizban »

Offline Rizban

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Skills and Feats
Skills
This section covers the new uses for existing skills as they relate to shamanism.

(click to show/hide)


Feats
General FeatsPrerequisitesBenefit
Additional TotemWis 15, 1st totemGain an extra totem
Call SpiritCon 11, Wis 13Call a single spirit
Extra EphemeraWis 13, ability to call 2 spiritsGain extra ephemera
Improved Ephemera CapacityCon 15, shaman level 1st+1 ephemera capacity for a spirit
Greater Ephemera CapacityCon 15, Improved Ephemera Capacity, shaman level 10th+2 ephemera capacity for a spirit

Spirit FeatsPrerequisitesBenefit
Empower Spirit HealingSpirits of Healing and HarmingIncrease daily amount of healing/harming
Rapid Totem AdjustmentShaman level 9th, 2nd totemQuickly swap active spirits
Spirit FocusAbility to call a spirit+1 on save DCs with a specific type of spirit
Greater Spirit FocusSpirit Focus with spirit, shaman level 6th+2 on save DCs with a specific type of spirit
Spirit SpecializationSpirit Focus with spirit, shaman level 4th+1 on attack rolls, +2 on damage rolls with selected type of spirit
Greater Spirit SpecializationSpirit Focus with spirit, Spirit Specialization with spirit, shaman level 10th+2 on attack rolls, +4 on damage rolls with selected type of spirit
Spiritual BlessingCon 13, ability to turn or rebuke undeadUse turn attempts to gain ephemera
Spiritual Body+2 hit points for each spirit feat you have

Feat Descriptions
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Offline Rizban

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Spirits of Shamanism
Calling Spirits
To call spirits to his aid, a shaman must first clear his mind. This requires a good night's rest followed by an hour of meditation. During this hour, a shaman chooses which spirits to call and binds totems to them if he wishes. Any spirits from the previous day that he does not call upon again are dismissed at this time. At the end of this hour, the effects of any dismissed spirits end and the effects of the newly called spirits begin. A shaman must have enough peace and quiet to allow for proper concentration during his hour of meditation.

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Spirits and Magic Spells
Calling spirits does not resemble the casting of spells, though there is certainly some level of magic involved in the process. Spirits and spells interact with one another in the same way that spells interact with one another, with a few limited exceptions as detailed below.

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Multiclass Shamans
Shamans do well with multiclassing, their spirits offering abilities that can enhance the natural abilities of other classes. A shaman with levels in other classes requires a little bit of extra consideration.

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Spirit Descriptions
The description of each spirit is presented in a standard format. Each category of information is explained and defined below.

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The Spirits
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Offline Rizban

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Changelog

10-23-2013
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10-26-2013
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10-29-2013
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10-30-2013
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« Last Edit: October 30, 2013, 01:03:18 AM by Rizban »

Offline Garryl

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A quick glance makes it look like Incarnum by another name, possibly with some binding and Spirit Shaman thrown into the mix. Am I close?

Offline Rizban

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It's largely based on incarnum, yes. It was originally farther away from incarnum than it currently is, but there was some convergent evolution of the concept. I ended up borrowing some mechanics from incarnum that just functioned more smoothly than what I had developed.