RolePal

Shadow Elf Shaman Spells

Shaman spells are granted by the Immortal Rafiel through meditation. No spell can be received or cast unless the shaman possesses a soul crystal of the appropriate quality. An asterisk (*) indicates a reversible spell.

First-Level Spells

Ceremony
Range
Touch
Duration
Permanent
Effect
Consecration of one creature, item, or area

This is an all-purpose spell that a shadow elf must perform as part of a process to guide another elf through some part of his or her life. The ceremonies involved include:

Adopt
A ceremony that transfers a shadow elf (and, on rare occasion, a human or other demihuman) from one clan to another. The shaman performing the ceremony must be of a level at least equal to the adoptee's. This ceremony is part of any marriage, moving the groom to the clan of the bride.
Anathematize
A ceremony performed when an elf has reached the age of 800 years and must now be banished as a wanderer.
Consecrate
This ceremony has two different uses among the shadow elves. The first allows the shaman to dedicate an area of ground to the building of a Temple of Rafiel, and dedicates certain implements for that building. The second use allows the shaman to dedicate an area of a cave for the mining of soul crystals, and dedicates certain implements for that mining.
Invest
A ceremony that is performed when a shadow elf becomes a shaman.
Command Word
Range
10 feet
Duration
1 round
Effect
One creature

This spell allows the shadow elf to utter a command of one word. The word must be in a language that the recipient is able to understand. The recipient obeys to the best of her ability as long as the command is clear and unequivocal. A command to "Die!" would make the recipient faint for a round, but there would be no other harmful effect (unless, of course, she was walking a high wire at the time). Typical command words include halt, back, run, go, surrender, etc.

Undead are not affected by a command word.

Creatures with an Intelligence of 13 or more and creatures with 6 or more hit dice or experience levels are entitled to a Saving Throw vs. Spells. Creatures who meet both qualifications do not get two saving throws.

Purify Food and Water
Range
10 feet
Duration
Permanent
Effect
Makes food and water safe to consume

This spell will make spoiled or poisoned food and water safe and usable. It will purify one ration of food (either Iron or Standard rations), or six waterskins of water, or enough normal food to feed a dozen people. If cast at mud, the spell will cause the dirt to settle, leaving a pool of pure, clear water. The spell will not affect any living creature.

This spell is seldom used among the shadow elves, who have come to depend upon trania, their specially compressed and preserved food preparation.

Resist Cold
Range
0 feet
Duration
6 turns
Effect
All creatures within 30 feet

When this spell is cast, all creatures within 30 feet of the shaman can withstand freezing temperatures without harm. In addition, those affected gain a bonus of +2 to all Saving Throws against cold attacks. Furthermore, any damage from cold is reduced by −1 per die of damage (but with a minimum of 1 point of damage per die). The effect will move with the shaman.

Second-Level Spells

Cure Light Wounds*
Range
Touch
Duration
Permanent
Effect
Any one living creature

This spell will either heal damage or remove paralysis. If used to heal, it will cure 2–7 (1d6+1) points of damage. It will not heal any damage if used to cure paralysis. The shaman may cast it on himself (or herself) if desired. This spell will never increase a creature's total hit points above the original amount.

Detect Danger
Range
5 feet per level of caster
Duration
One hour
Effect
Reveals hazards

This spell combines some effects of detect evil and find traps. While it is functioning, the shaman can concentrate on places, objects, or creatures within range. A full round of concentration is needed to examine one square foot of area, one creature, or one small object (a chest, weapon, or smaller item). Larger objects require more time. After examining the thing, the shaman will know whether it is immediately dangerous, potentially dangerous, or benign (all strictly from a shaman's point of view). The precise nature of the danger is not revealed. Note that most creatures are potentially dangerous. This spell will detect poisons, while other spells may not.

The spell duration is a full hour when used underground in the areas inhabited (or claimed by) the shadow elves; elsewhere, the duration is half normal (i.e., three turns).

Know Alignment*
Range
10 feet
Duration
1 turn
Effect
Tells alignment of target

This spell enables the shaman to exactly read the alignment aura of a person — human, demihuman, or nonhuman. Up to 10 persons can be examined with this spell.

The reverse of this spell makes another's know alignment spell react as if the target is the same alignment as the examiner; this effect lasts for one turn.

Predict Weather
Range
0 (shaman only)
Duration
12 hours
Effect
Gives knowledge of coming weather

This spell enables the shaman to learn the accurate weather to come for the next 12 hours. It affects an area 1 mile in diameter per level of the shaman; for example, a 20th-level shaman would learn the weather within a 10-mile radius. The spell does not give any control over the weather, merely predicting what is to come.

Resist Fire
Range
30 feet
Duration
2 turns
Effect
One living creature

For the duration of this spell, the recipient cannot be harmed by normal fire and heat. The recipient also gains a +2 bonus on all Saving Throws against magical fire (dragon's breath, fire ball, etc.). Furthermore, damage from such fire is reduced by 1 point per die of damage (though each die will inflict at least 1 point of damage, regardless of adjustments). Red dragon breath damage is reduced by 1 point per hit die of the creature (again to a minimum of 1 point of damage per hit die).

Silence 15-Foot Radius
Range
180 feet
Duration
12 turns
Effect
Sphere of silence 30 feet across

This spell makes the area of effect totally silent. Conversation and spells in this area are impossible for the duration of the spell. This spell does not prevent a person within the area from hearing noises made outside the area. If cast on a creature, the victim must make a Saving Throw vs. Spells; if successful, the spell remains in the area in which it was cast, and the victim may move out of that area.

Third-Level Spells

Fire Ball
Range
240 feet
Duration
Instantaneous
Effect
Explosion in a sphere 40 feet diameter

This spell creates a missile of fire that bursts into a ball of fire of 20-foot radius when it strikes a target. The fire ball will cause 1–6 points of fire damage per level of the caster to every creature in the area. Each victim may make a Saving Throw vs. Spells; if successful, the spell will only do half damage. For example, a fire ball cast by a 6th-level shaman will burst for 6–36 points of damage, or one half the total to those making the Saving Throw.

Heat Metal
Range
30 feet
Duration
1 turn per level of caster
Effect
Warms one metal object

This spell causes one object to slowly heat and then cool. It will affect one metal item weighing up to 5 cn per level of the caster. A 12th-level shaman, for example, can heat a normal sword, but a 20th-level shaman can heat a two-handed sword, and a 36th-level shaman, a lance. The heat causes no damage to magical items. Normal weapons or other items may be severely damaged, especially if made of wood and metal (as a normal lance), as the wood will burn away. If the object is held, the heat causes damage to the holder: one point during the first round, 2 in the second, 4 in the third, 8 in the fourth, and then decreasing at the same rate (for a total of 22 points of heat damage over seven rounds). No Saving Throw is allowed, but fire resistance negates all damage. The item may be dropped at any time, of course, and creatures of low intelligence are 80% likely to do so (check each round). In the fourth round, the searing heat will cause leather, wood, paper, and other flammable objects in contact with the metal to catch fire.

Once the spell has been cast, no concentration is needed; the heating and cooling proceed automatically. A dispel magic can stop the effect, but normal means (immersion in water, etc.) will not.

If used on an item embedded in an opponent (such as an arrow or dagger), the creature may remove the item but loses initiative for that round (and takes the appropriate heat damage as well). Note that heat damage disrupts concentration; the victim cannot cast spells during any round in which damage is inflicted by this spell.

Obscure
Range
0 (shaman only)
Duration
1 turn per level of caster
Effect
Creates huge misty cloud

This spell causes a misty vapor to arise from the ground around the shaman, forming a huge cloud. The cloud is 1 foot high per level of the shaman, and is 10 feet across for each level. For example, a 20th-level shaman could cast an obscure 20 feet tall and 100 feet in radius. The cloud has no ill effects except to block vision. The caster, and all creatures able to see invisible things, will be able to dimly see through the cloud. All other creatures within the cloud will be delayed and confused by the effect.

Protection from Poison
Range
Touch
Duration
One turn per level of caster
Effect
Gives one creature immunity to all poison

For the duration of this spell, the recipient is completely immune to the effects of poisons of all types, including gas traps and cloudkill spells. This protection extends to items carried (thus protecting against a spirit's poisonous presence, for example). Furthermore, the recipient gains a +4 bonus on Saving Throws vs. Poisonous Breath weapons (such as green dragon breath) but not petrification breath (such as a gorgon's).

Fourth-Level Spells

Control Temperature 10-Foot Radius
Range
0 (shaman only)
Duration
1 turn per level of caster
Effect
Cools or warms air within 10 feet

This spell allows the shaman to alter the temperature within an area 20 feet across. The maximum change is 50 degrees (Fahrenheit), either warmer or cooler. The change occurs immediately, and the effect moves with the shaman. The temperature may be changed by mere concentration for 1 round, as long as the spell lasts. The spell is useful for resisting cold or heat so the caster may survive any temperature extremes.

Cure Disease
Range
0 (touch)
Duration
Permanent
Effect
One living creature

This spell will cure any living creature of one disease, such as those caused by a mummy or green slime. If cast by a shaman of 11th level or greater, this spell will cure lycanthropy.

Lava Breathing
Range
30 feet
Duration
1 day
Effect
One air-breathing creature

This spell allows the recipient to breathe while under lava. It does not affect movement in any way, nor does it interfere with the breathing of air. Note also that this spell does not afford protection from the intense heat of the lava.

Wall of Fire
Range
60 feet
Duration
Concentration
Effect
Creates 1,200 square feet of fire

This spell creates a thin vertical wall of fire of any dimensions and shape, determined by the shaman, totalling 1,200 square feet (for example, 10 feet × 120 feet, 20 feet × 60 feet, 30 feet × 40 feet, etc.). The wall is opaque and will block sight. Creatures of less than 4 Hit Dice cannot break through the wall. Creatures of 4 HD or more can break through, but take 1–6 points of damage in the process. Undead and cold-using creatures (white dragons, frost giants, etc.) each take double damage while breaking through. The wall cannot be cast in a space occupied by another object. It lasts as long as the caster concentrates on it, without moving.

Fifth-Level Spells

Call Upon Souls
Range
30-foot radius from soul crystal
Duration
1 round per level
Effect
Increases spell effects

This spell enables the caster to increase her spell effects for one round per level. This requires the use of a soul crystal of the appropriate quality. The increase in level depends upon the soul crystal, and varies between one and seven levels of increase. If the level of spell casting does not substantially change the effect, the caster may instead choose to increase one of the following factors: Range (except for permanent or instantaneous effect spells), Duration (except for permanent or instantaneous effect spells), or Area of Effect (except for spells affecting only one person or target). The factor increases 10% (or one level) for each 10 souls within the soul crystal, to a maximum of 7 levels or 70%.

For example, a 36th-level shaman with the maximum soul crystal (i.e., 70% improvement) could cast a fire ball 408 feet away instead of 240 feet, or cover a 68-foot blast area instead of 40 feet. (Damage does not increase since spells never cause more than 20d6 of damage, as per D&D Companion rules.)

Drawing upon the power of souls within a crystal weakens them, of course. The souls regain their strength only slowly, as they have no material bodies. Each soul drawn upon is unusable for one week. Other souls within the crystal are still available, however.

Cure Serious Wounds
Range
Touch
Duration
Permanent
Effect
Any one living creature

This spell is similar to a cure light wounds spell, but will cure one creature of 4–14 points of damage (2d6+2).

Insect Plague
Range
480 feet
Duration
1 day
Effect
Creates a swarm of 30-foot radius

This spell summons a vast swarm of insects. The swarm obscures vision and drives off creatures of less than 3 Hit Dice (no Saving Throw). The swarm moves at up to 20 feet per round as directed by the shaman while it is within range. The caster must concentrate, without moving, to control the swarm. If the caster is disturbed, the insects scatter and the spell ends.

Neutralize Poison
Range
Touch
Duration
Permanent
Effect
A creature, container, or object

This spell will make poison harmless either in a creature, a container (such as a bottle), or on one object (such as a chest). It will even revive a victim slain by poison if cast within 10 rounds of the poisoning! The spell will affect any and all poisons present at the time it is cast, but does not cure any damage (and will thus not revive a poisoned victim who has died of wounds).