Black City – Shamanic Tradition

In an earlier post, I said that although I really like the one integrated Eldritch spell list in the ACKS Heroic Fantasy Handbook, in practice I prefer limiting selection to characters based on their magical tradition.

I provided lists of “appropriate” runic ceremonies for characters in the Black City campaign, and have now put together equivalent lists for shamans.

Typical practitioners are “tribal shamans who barter with ancestral spirits and animistic powers to gain power over the living and the dead.” In my current game they are represented by the ceremonial shaman class. (A berserker‘s shapechange ability is also shamanic in nature.)

The following lists are the “common” 1st- through 3rd-level ceremonies in the shamanic tradition. White magic ceremonies are on a white background, grey magic on a grey background, and black magic on a black background:

(Although the wolf-calling spells are really suited to shamans, note that they aren’t native to THULE.)

As I mentioned before, players are expected to creatively describe their reusable trinkets – like a bronze bell for Protection from Evil, or a scrimshaw bear thighbone for Call of the Wild Bear. Expendable Shamanic trinkets can be assumed to be “fetishes”.

Hyperborea HR

About K-Slacker

Gamer and 5th-level magic-user.
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2 Responses to Black City – Shamanic Tradition

  1. Pingback: Eldritch & Ceremonial Magic Summary | Mutants & Magic

  2. K-Slacker says:

    The shaman class possesses a class ability which duplicates the divination spell, usable 1/week. Here is the relevant spell description, for reference:

    Eldritch 5 (White)
    Range: self
    Duration: special

    Similar to augury but more powerful, a divination spell can provide the caster with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If the caster doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 60% + 1% per caster level. The referee should roll this secretly. If the dice roll fails, false information is delivered.

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