Low Magic concerns the invisible realm of spirits. It draws on the most ancient and primitive kinds of spirit and sympathetic magic, and it is practiced by shamans, wizard-priests who are both feared and respected by their own people. A shaman can look into the spirit realm, bind spirits inside his or her own body as helpers, and acquire a power animal, a guardian spirit that rises in level along with its shaman. Witchdoctors combine it with Black Magic, but they can cast only its restricted image magic spells and, having no power animal, are unable to bind spirits to themselves. Mystic savants can take two of its spells instead of skills, and charlatans can dabble in it at first level.
Its spells map a route into the world of spirits: communion with nature spirits, spirit empathy, tracking and contacting spirits, trances, visions and dreams, and finally journeying into the spirit realm itself. Image Magic comes in four grades and operates through a little doll made of straw, grass or wood. For conflict there are songs of fear and courage, magic arrows and darts, and transformations into animal shapes and were-forms, while restricted spells like Power, Spirit Force and Warrior's Spirit tap the spirits a shaman has bound. Highest of all are Pointing, able to kill with a mere gesture, Recall Spirit and Soul Transference.
ISpells of the first level
Chant
Duration Indefinite, while the caster keeps chantingArea 100 ft. radius circle around the casterSave NoneSpell type Variable: power rises by +1 (or -1) per 3 levels of ability, to a maximum of +4 (or -4)
By chanting, singing, dancing, or some mix of the three, the caster fills his companions with courage and strength. Every ally inside a 100 ft. radius adds +1 to the attack die, and there is no set end to the effect: it holds exactly as long as the caster keeps up the performance.
Turned on foes instead, the same chant saps their will, and enemies in the circle take -1 on their attacks. For every three levels of ability the caster has, the bonus or penalty grows by another point, topping out at +4 or -4.
The drums were lost in the river crossing, so old Wirra, the human shaman who has traveled with the pride for thirty years, keeps the beat herself, stamping and chanting in the red dust of the savannah of Gondwana's east coast, behind the lion-men. The raiders come over the rise at a run. Every Andaman within thirty paces of her feels the song settle into his arms, and the spears fly truer than they did at dawn. Wirra does not stop, not when her throat burns, not when a javelin lands a pace from her feet. The luck, she knows, lasts exactly as long as her voice does.
Commune with Nature Spirits
Save NoneSpell type Non-variable
Every natural place, whether forest, stream, meadow or mountainside, is home to minor spirits, and this spell lets the caster speak with them. He may put exactly one question to them. If it touches in any way on the neighborhood where they live, the spirits give a truthful answer. If it has nothing to do with their own surroundings, they stay silent and offer no reply at all.
Before the seal hunt, the shaman Nuna kneels at the edge of the bay and taps the ice three times with her walrus-tooth rattle. The little spirits of the water answer as a hum under the frozen crust. She asks them one thing only: will the ice along the eastern point hold six men and a sledge until evening? It will not, they tell her. The current has been eating it from below for days. Last winter a young hunter asked these same spirits about a girl in a village across the strait, and got nothing back but cold silence.
Detect Magic
Range 10 ft.Duration 1 minuteSave NoneSpell type Non-variable
For a brief spell of 1 minute, the caster can tell by sight alone whether magic is present. The detection reaches only 10 ft. from him, so it suits close inspection of a person, object or doorway rather than a sweep of a whole room. No save applies, and the effect does not grow with the caster's level.
The children of the Borean Forest camp have found a hollow oak with a little door carved in its roots, and they want to go inside. Their shaman, Ilkka, makes them wait. He crouches two strides from the door, murmurs to the spirits, and for one short minute he sees plainly what his eyes usually miss. The door itself is only a carving. But the moss on the threshold shines with a faint, crawling enchantment that has no business being there. Ilkka sends the children back to camp and fetches an axe.
Foretell
Save NoneSpell type Non-variable
A divination that asks whether a particular route, or a particular plan of action, holds danger. The caster may ask on his own behalf, for one other person, or for a whole group. If the answer is yes, the spell also grades the threat into one of three levels: minimal, fairly hazardous, or perilous, which helps a party weigh whether to press on.
The llama traders want to cross the high passes into Nazca before the snows, and they have paid the Quechua shaman Tupaq in salt to ask the spirits first. He shakes his bundle of feathers over a fire of dried moss and asks after the whole caravan together. The smoke leans west, then curls back on itself. The route holds danger, he tells them, and it is fairly hazardous rather than perilous. The traders argue about that grading for an hour. In the end they go, but they tie their animals together and send a boy ahead to watch for rockfall.
Image Magic I
Save NoneSpell type Non-variable, as stated
The first of the shaman's image spells works sympathetic healing. The caster needs a small figure, a doll shaped from wood, grass or straw, and must touch the person being treated. The spell then mends 3 points of damage for each of the caster's levels of ability, and it can help any single living creature. No save is involved.
The hippo came out of the reeds of the Zimba river without a sound, and now Kwabena lies on the bank with his thigh laid open. The shaman Adwoa kneels beside him, twisting a doll out of green river grass with quick, practiced fingers. She binds a strip of Kwabena's torn loincloth around the little figure's leg, lays her other hand flat on his chest, and hums. Under her palm the torn muscle knits and the bleeding slows to a seep. The wound is still there, raw and angry, but he will walk home on it.
Locate Power Animal
Save NoneSpell type Variable, only as stated
The shaman summons a guardian spirit, his power animal, to serve him. A d8 decides which beast answers: raven, hawk, eagle, fox, coyote, wolf or bear on a 1 to 7, while an 8 lets the Game Judge pick any animal native to the shaman's homeland.
The power animal always shares its master's level and hit points and grows along with him as he gains experience. It stays with him in spirit at every moment, and up to three times a day he may call on it to fight at his side for 10 minutes, to name the nature of a single spirit presence, or to turn him into its own shape for 10 minutes per caster level. While it dwells within his body, no possession of any kind can take hold of him.
The arrangement suits the spirit too: in return for its help it gets to enjoy a physical existence once more, so it is always glad when the shaman it protects calls on it, and it comes the moment it is summoned.
For four days the young Kutchin shaman Tetsoh has eaten nothing and sat alone on the ridge above the caribou crossing, drumming and waiting. On the fifth morning a raven drops out of the fog, lands on his drum, and looks at him sideways. Then it is gone, and he feels it settle inside his chest like a second heartbeat, amused, patient, and very old. Years later, when a hungry spirit in the burial grounds tries to climb into his body, it finds the raven already there, and flees.
Magic Darts
Range 100 ft.Save NoneSpell type Variable: each level of ability commands an additional 1-4 spirits
At the caster's command, 1-4 lesser nature spirits burst out of his body and fly at an enemy up to 100 ft. away. Each spirit that answers the call strikes for 1 point of damage. With every level of ability he can command another 1-4 spirits, so the attack grows steadily stronger. A target sheltered by Protection from Spirits takes no damage at all.
The goblin sentry on the stilt-walk over the Ngani Swamp hears nothing until the shaman Rakai opens his mouth and a swarm of tiny lights pours out of him like sparks from a green fire. There are nine of them, then a tenth, darting across the black water faster than dragonflies. Each one stings the goblin once and vanishes. The sentry drops his spear, slaps at his arms and face, and bolts shrieking into the reeds with blood beaded on his skin. Rakai sighs. He had hoped for more spirits tonight.
Seeing
Range 100 ft.Save None, though spells or devices protecting against psychic abilities thwart itSpell type Non-variable
With a look, the caster takes the measure of one individual or creature up to 100 ft. away. He learns its alignment and gets a rough sense of how powerful it is, graded as low, average, great or very great in level of ability. There is no save, but any spell or device that shields against psychic abilities will foil the attempt.
The Tartessian envoy steps off his launch onto the black beach of Rapa Nui smiling, with gifts. The island's shaman, Hotu, watches from the tree line and lets her gaze rest on him for the space of a breath. What she sees is a small, grasping, cruel soul with no real power in it. Then she turns her eyes to the envoy's silent bodyguard, a tall man in gray, and her gaze slides off him as if he were oiled. Something is shielding his mind. Hotu tells the chief to accept the gifts and watch the quiet one.
Spirit Empathy
Range 100 ft.Duration 10 minutes per level of abilitySave NoneSpell type Variable, as stated
The caster makes a basic, feeling-level connection with any one living creature within 100 ft. The two can share simple emotions, intentions and desires, although complicated thoughts or ideas cannot pass between them. The caster does not even need to speak aloud for the link to work. It lasts 10 minutes per level of ability.
The young musk ox has slid into a crevasse in the ice fields of Gava and is bellowing, and the Aesir villagers who found it cannot get ropes around it while it thrashes. Their shaman Ragna climbs down onto a ledge, shuts her eyes and reaches out to it. No words pass between them, only a flood of cold, pain and terror from the beast, and from her a slow, steady warmth: stillness, help, soon. The bellowing stops. The calf stands trembling while the ropes go around it, and it keeps its shaggy head pressed against Ragna's shoulder until the hauling begins.
IISpells of the second level
Altered State
Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated
A 1 minute ritual meditation puts the caster into a light, trance-like state of altered consciousness. While it lasts he can do one of two things: sense magic within 10 ft., or perceive any presence that is illusory, invisible, astral or ethereal, as far as his eyes can reach. The trance lasts 1 minute per level of ability.
Somebody has been eating the hermit's bread. Brother Aldo, a savant who has lived in a grotto in the Forest of Arden for eleven years, has decided the matter needs looking into. He sits cross-legged on his mat, breathes slowly for the space of a minute, and lets his mind slip sideways. The grotto looks the same. The little invisible Sprite sitting on his bread shelf with its cheeks full does not. It freezes, crumbs on its chin, as Aldo slowly raises one eyebrow and holds out his hand for the rest of the loaf.
Fast Traveling
Duration 1 hour per level of abilitySave NoneSpell type Variable, as stated
Under this spell the caster can run flat out without tiring and without stopping to rest. Over any given kind of terrain he covers twice the ground an ordinary traveler would manage in the same time. The effect lasts 1 hour per level of ability, making it valuable for long overland journeys or urgent errands.
The river in the Golian Mountains has burst its banks upstream, and the villages below it do not know yet. The shaman Mahalu ties back her hair, rubs dust from the trail on her ankles, and starts to run. She does not stop at the first ridge, or the second. By noon she has covered what a messenger on foot would need all day to cross, and her breathing is no heavier than when she started. At the third village she shouts her warning and keeps going. Behind her the water is already rising in the gullies.
Image Magic II
Save vs Will, if causing diseaseSpell type Non-variable
Working through an image made as for Image Magic I, the caster cures one disease in one individual. The spell can also be turned around to give someone any disease the caster chooses; that use still needs an image, and the intended victim may save vs Will to escape it.
The trader from Tartessos short-weighted the ivory and laughed about it, and the shaman of the Avakuli does not forget such things. That night, in a hut that smells of smoke and blood, he binds a lock of the trader's hair to a figure carved from soft wood and whispers to it about the gray fever of the river flats. Two days later, far downriver, the trader wakes shaking and sweating on the deck of his boat. He will reach Tartessos alive, perhaps, but he will be a long time recovering.
Protection from Spirits
Duration 1 minute per level of abilityArea Invisible 10 ft. radius circleSave NoneSpell type Variable, as stated
The caster marks out an invisible circle 10 ft. in radius that wards off spirits of every sort, including summoned elementals and undead without physical bodies. Spells that work through spirits, such as Magic Darts, Spirit Track and Spirit Self, simply fail inside the protected area. The ward lasts 1 minute per level of ability.
Two shamans of Nazca have been feuding over the same hunting valley for six years, and today it comes to spirits. Old Yupanqui barely has time to walk his circle, a single slow turn with his staff dragging through the grass, before his rival across the clearing opens his mouth and a swarm of spirit darts pours out. They reach the edge of the invisible ring and simply stop existing, like sparks landing in a pond. Yupanqui settles into the grass inside his circle and waits, knowing it will not last forever and neither will the other man's patience.
Spirit Self
Duration 10 minutes per levelSave NoneSpell type Variable, as stated
The caster's astral form, his spirit self, slips free of his body and can race at great speed to anywhere on the material plane, passing underground, underwater or straight through solid matter. In this form he sees and hears everything around him but cannot touch or influence any object, creature or being; the one exception is that spirit forms may duel one another with magic.
The body left behind can neither think nor act while the spirit is away. If it is slain or destroyed before the spirit returns, the caster is trapped in spirit form for all time. The spell lasts 10 minutes per level.
The captive has been taken into the stone slave pens of Tartessos, and nobody on the raft knows which cell. Kaimana, the raft's shaman, lies down on the bamboo deck and tells her brothers to guard her body with their lives. Then she is gone from it, rising like mist, racing across the harbor and through the fortress wall as if it were fog. She sees the guards dicing, hears their jokes, passes through three doors and finds her cousin chained in the fourth cell. She cannot touch the chains. She can only look, remember the way, and hurry back.
Spirit Track
Area Any 100x100 ft. area (for the passage check)Save None, though protection from spirit location negates itSpell type Non-variable
After at least 10 minutes spent in a quiet trance, the caster learns one of two things: the exact direction in which a chosen creature or being can be found, or whether it has passed through a given 100x100 ft. area. Undead, demons and devils cannot be traced this way, and spells or devices that protect against spirit location defeat the divination.
The boy wandered off from the berry pickers somewhere in the foothills of the Tara Mountain Range, and night is coming. The shaman Birrani sits down on a flat rock, closes her eyes and says nothing at all for a long while, as the women wring their hands. When she finally opens them she lifts one finger and points east, into a gully nobody thought to search. They find him there after dark, asleep in a dry creek bed with a lizard on his chest, entirely unaware that anyone was worried.
IIISpells of the third level
Image Magic III
Duration Permanent, or until removed by magical meansSave vs Will, as statedSpell type Non-variable
Through an image of the victim, the caster lays a curse on one individual, choosing one of four afflictions: one attribute (STR, INT and so on) cut to half, blindness, loss of speech, or paralysis. The victim may save vs Will to resist. Whichever curse lands is permanent until magic lifts it, and the reversed spell can remove any curse laid by this kind of image magic.
The fisherman from the shore of the Lake of Dragons has not spoken since the witchdoctor's curse fell on him at the new moon; his mouth moves but nothing comes out. His wife brings him to the shaman Nyokabi, who spends a whole afternoon carving a new likeness of him from driftwood. At dusk she holds the little figure to his lips, speaks the curse backwards, and breathes into the carving's open mouth. The fisherman coughs, clears his throat, and says, hoarse and astonished, that he is very hungry. His wife starts to cry, and then to laugh.
Premonition
Duration 1 hourSave NoneSpell type Non-variable
For 1 hour after casting, the caster is on the alert for danger. If some peril is about to confront him during that hour, he feels a warning tingle in advance. The spell gives no details about what the danger is, and only a single premonition can come in the course of the hour.
The shaman Arun has been leading the column through the Black Jungle since dawn, and an hour ago he quietly called on the spirits to watch over him. Now, with no sound and no sign of anything wrong, a cold prickle runs up the back of his neck. He cannot say from where. He throws up his hand and the porters freeze. Nothing happens. Then a python the thickness of a man's thigh slides off the branch just ahead, lands heavily across the trail where the lead porter would have been, and hisses at them all.
Seeing Stone
Duration 1 minute per level of abilitySave None, though certain counter spells or devices negate itSpell type Variable, as stated
Any crystal or translucent stone can become a scrying glass with this spell. Through it the caster can watch any individual, creature or place, provided he has laid eyes on it at least once before. The viewing lasts 1 minute per level of ability. No save applies, though some counter spells or devices can block the stone's sight.
Every evening since her son paddled south with the walrus hunters, the Kulugmiut shaman Aaja has held a lump of clear river quartz to the lamp and gazed into it. Tonight the stone clouds over and then clears, and there he is: sitting by a fire on a gravel beach, gutting a seal, arguing cheerfully with another hunter about the weather. She watches for as long as the spell holds, which is not long, and then the stone is only stone again. Aaja puts it back in its pouch and goes to sleep smiling.
Shape Change: Animal
Duration 10 minutes per level of abilitySave NoneSpell type Variable, as stated
The caster takes on the shape and abilities of one kind of animal. To do so he has to put on a mask or cloak crafted from some part of that animal, such as its hide or feathers. The change lasts 10 minutes per level of ability.
The Cimmerian war band has camped somewhere in the Borean Forest, close to the reindeer herds, and the herders need to know where. Their shaman Kaija draws on a cloak sewn from the feathers of an eagle-owl, spreads her arms, and the forest suddenly becomes enormous and full of detail. She rises on silent wings above the spruce tops, turns her great round eyes to the east and sees the smoke of their fires within minutes. She circles once, counting tents, and glides home well before the change runs out.
Song of Courage
Duration While the song continues, up to 1 minute per level of abilityArea 100 ft. radius circle around the casterSave NoneSpell type Variable, as stated
The caster sings to steel his allies against fear, in one of two ways. Against ordinary, non-magical fear the song makes them immune, so they fight on bravely even when badly outnumbered or facing the most dreadful foes.
Against magical fear it works as a counterspell, canceling any incantation, substance or presence that frightens by magic, Song of Fear included. It covers a 100 ft. radius around the caster and holds while he keeps singing, for at most 1 minute per level.
The thing crashing out of the jungles of Paragua toward the village is taller than the longhouse and its roar makes the villagers' spears rattle in their hands. Men who have hunted jaguar all their lives start backing away. Then the shaman Chaska begins to sing, standing in the middle of the village with her arms raised, and the terror simply drains out of everyone who hears it. The hunters plant their feet. They are still hopelessly outmatched by a tyrannosaur, and they know it, but they hold the line while the children run for the caves.
Song of Fear
Duration Maximum 1 minute per level of abilityArea 100 ft. radius of the casterSave vs Will, as statedSpell type Variable, as stated
With a powerful, chant-like song the caster strikes fear into his enemies. Every foe within 100 ft. must save vs Will or run away in fright, and they keep fleeing for as long as he keeps singing, up to a limit of 1 minute per level. The song can also be used to cancel a Chant or a Song of Courage.
The Cymbri raiders beach their boats on the Pictish shore at dawn, expecting a sleeping village. Instead they find a gray-haired shaman standing alone on the dunes, singing. It is a low, grinding song with no tune, and it crawls under the skin. One after another the raiders drop their shields and flee back into the surf. Their chieftain alone stands his ground, jaw clenched, sword up. He takes a step forward, looks around at his empty beach, and then very slowly backs away to his boat by himself.
IVSpells of the fourth level
Dreams
Save NoneSpell type Non-variable
The caster grants himself or one other person a dream with divinatory meaning. When the beneficiary next falls asleep, the dream reveals something about his or her future. The news may be good or bad, but whatever it shows is certain to happen at some point in the dreamer's life.
Losa has been told that she is too clumsy and too loud ever to marry, and she has come to the old shaman of Manua to ask whether that is true. The shaman gives her nothing but a cup of bitter tea and sends her home. That night Losa dreams of a beach she does not know, and a gray-haired man laughing at something she has said, and three small children fighting over a canoe. She wakes knowing it will happen, though not when. She is still smiling at breakfast.
Image Magic IV
Duration Until the pin is removed, or the image is destroyed or counteredSave vs Will, as statedSpell type Non-variable
Sympathetic magic that lets the caster sway any single animal, creature or being. He first makes an image of the victim, then chooses one effect. Gripping the image's arms or legs holds the victim motionless or restrained. Covering the image's mouth silences the victim. Pushing a pin or other sharp point into the image brings agonizing pain to the matching part of the victim's body; no real damage results, but the victim can lose the use of an arm, a leg or a sense such as sight, hearing or speech for as long as the pin stays in.
The harm lasts until the image is destroyed or countered. To counter it, a second, healthy image of the victim is made and used together with the reversed form of the spell, which cancels the harmful one.
An image serves only the one who made it and can be used just once a day, whatever the purpose. The victim always gets a save vs Will, and must be seen, directly or by magical means, for the spell to take hold; after that, keeping the victim in view is unnecessary.
The hunter has tracked the witchdoctor for three days across the scrubland of Kush, and at last he sees him, a small figure on the next ridge. He raises his bow. On the ridge the witchdoctor calmly pulls a little carved figure from his pouch and pushes a long black thorn into its right knee. The hunter's leg folds under him as if the bone had been removed. There is no wound and no blood, only a white blaze of pain. He lies in the dust and watches the witchdoctor walk unhurriedly away.
Limited Invisibility
Duration 10 minutes per level of abilitySave NoneSpell type Variable, as stated
The caster turns invisible. As with true invisibility, keeping it up takes some concentration, so if he joins combat or casts another spell he becomes visible at once. Unlike true invisibility, the spell works only on the caster himself and cannot be given to anyone else. It lasts 10 minutes per level of ability.
The sacred drum hangs in the Naga chieftain's longhouse in the Sarakan Jungle, and the shaman Tambi means to take it home. He speaks the words at the edge of the clearing and fades out of sight like breath on a cold morning. He walks straight past the guards, lifts the drum from its peg, and passes within arm's reach of the sleeping chieftain, the man who burned his village. His knife hand twitches. He knows exactly what would happen if he struck. So he keeps walking, the drum under his arm, and is gone before anyone wakes.
Power
Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated
The caster draws on the spirit forms he has bound into service to boost his body. He may lift one of four scores, Strength, Dexterity, Constitution or Will, as high as any human can possibly reach. The boost lasts 1 minute per level of ability.
When the landslide came down on Tamarack Sound, it pinned the headman's daughter under a cedar trunk the width of a doorway. Four men have tried to lift it and failed. The shaman Kwaskwi pushes them aside, calls quietly on the spirits he carries within him, and feels them pour into his shoulders and back until his body is as strong as any man's body can ever be. He crouches, grips the bark, and heaves. The trunk rises a foot, then two, and the others drag the girl clear before his arms give out.
Spirit Contact
Save NoneSpell type Non-variable
The caster reaches the spirit of one dead individual and may ask up to three questions. Whether the spirit answers depends on its tie to the caster: a personal friend always replies; a stranger of the same alignment does so 75% of the time, one of a different but not opposing alignment 50%, and one of opposing alignment 25%. A former enemy answers 75% of the time but is 90% likely to lie or mislead.
Contacting a spirit of opposing alignment is dangerous. If its chance to answer fails, the hostile spirit tries to possess the closest living creature, and an unprotected target must save vs Will or be taken over. Slaying the possessed host or exorcising the spirit sends it back to its own plane. Otherwise it roams the material plane hunting for a body, with up to three tries at possession; if all three fail, it is left bodiless and stuck on the prime material plane.
Everyone in Thule knew the drowned sorcerer was a wicked man, but only he knew where the stolen ring was hidden, so the shaman Hrafna calls his spirit anyway. The lamps flicker. She asks her first question and waits. No answer comes. Instead the air grows cold, and her apprentice by the door goes suddenly rigid, eyes rolling. Then he gasps, shudders, and shoves the cold thing out of himself by sheer stubbornness. Somewhere in the dark the spirit hisses and slips away through the smoke hole, looking for a softer body.
Trance State
Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated
A 10 minute ritual meditation carries the caster into a deep trance. While it holds, every physical attack against him, even from a magical weapon, does only half damage. The trance lasts 1 minute per level of ability.
Before the duel on the shore of Anostos, while the Fomorian champion roars and beats his club against a boulder, the shaman Morna sits motionless on the shingle and meditates for the time it takes the tide to turn a pebble. When she rises her eyes are distant and calm. The first blow of the club should break her ribs. It knocks her down instead, and she gets up bruised. The second tears her sleeve and leaves only a welt. The champion stares at his club as if it had betrayed him.
VSpells of the fifth level
Call Nature Spirit
Duration Serves up to 1 hour; cannot be bound into serviceSave NoneSpell type Non-variable
The caster calls a single nature spirit of any type he wishes. So long as a fair amount of the right element is close by, the spirit comes, arriving within 1-4 minutes. It is always the same level as the caster who called it. It will carry out his instructions for up to 1 hour, but it cannot be bound into lasting service.
The canoes cannot get past the rapids below Ulloa, and the shaman Yaku is tired of carrying them overland. He wades into the shallows and calls into the white water. For a few minutes nothing happens. Then the river bulges, and a water spirit rises beside him, a shape of glassy current with a face like a drowned smile. For the rest of the hour it hauls the canoes upstream through the rapids as if they were leaves. When the hour ends it sinks back into the river without a word, and Yaku knows better than to try to keep it.
Lesser Spirit Force
Duration Up to 1 minute per level of abilitySave NoneSpell type Variable, as stated
Calling on the spirit forms he has bound into service, the caster physically pushes away creatures or objects of up to 50 lbs. per caster level. Nothing is harmed, but whatever is repelled can be held off up to 10 ft. away for as long as 1 minute per level of ability.
The caster must concentrate completely to keep the effect going. Creatures held at bay can still strike from a distance with spells, gaze or breath weapons and the like, and the spell does nothing to stop them acting outside its 10 ft. radius.
The lions come to the waterhole at Marhashi at dusk, just as the children are filling the gourds. The shaman Obuya steps between them and raises both palms. The spirits he carries surge outward, and the great black-maned male is lifted off its paws and shoved back through the dust until it stands ten feet away, snarling at nothing. Obuya holds it there, sweat pouring down his face, every thought in his head bent on the push. Behind him the children scramble up the thorn tree. Only then does he let go.
Magic Arrow
Duration Until used onceSave NoneSpell type Non-variable
The caster enchants one arrow so that it strikes home automatically on whatever creature or target it is shot at, provided the target is at least 1 ft. across. The arrow also does double damage and flies twice as far as a normal one. The enchantment keeps until the arrow is used and then fades after that single shot. Only shamans can use magic arrows, and none may carry more than 7 at a time.
The pteranodon comes out of the sun over the Isles of Tirakamba with a fisher boy kicking in its claws, and the whole beach screams. The shaman Wayra has spent the whole winter preparing arrows, and she has seven in her quiver. She draws one, nocks it, and looses without seeming to aim. The shaft climbs twice as far as any arrow should and takes the creature through the chest. It drops the boy into the lagoon and goes wheeling away over the reef, crippled. Wayra lowers her bow. Six left.
Shape Change: Wereform
Duration 10 minutes per levelSave NoneSpell type Variable, as stated
The caster assumes the shape and powers of any kind of were-creature. He has to put on a mask or cloak crafted from the hide of the beast tied to that wereform, such as a wolf, bear or tiger. The change lasts 10 minutes per level.
The slave-hunters have tracked the escapees into the Sarakan Jungle, and they are close. The shaman Dayang pulls a cloak of striped tiger hide around her shoulders and ducks into the undergrowth. What comes out is neither woman nor tiger, but something tall, muscled and striped, with a woman's cunning in its golden eyes. It moves through the trees without a sound. By the time the change wears off, near dawn, the slave-hunters have scattered back to their boats, and none of them will ever agree about what they saw.
Transfer Sensation
Duration 1 minute per level of abilitySave NoneSpell type Variable, as stated
For 1 minute per level of ability, any wound dealt to the caster by a physical attack is felt by the attacker as well. If a blow takes 7 points from the caster, the one who struck it suffers the same 7 points. Magical attacks and missile weapons are not turned back this way.
The overseer on the Tartessian galley likes his whip, and the chained shaman at the third oar has been giving him insolent looks all morning. He brings the lash down across her back. She does not flinch. Instead the overseer howls and staggers, and a red welt blooms across his own shoulders, matching hers stroke for stroke. He stares at her. She smiles and nods at the whip, inviting him to try again. He does, once, out of pure rage, and then he lies on the deck for a while.
Travel to Spirit Realm
Duration Limitless; cast in reverse to returnSave Only as stated (unwilling subjects may resist)Spell type Variable, as stated
The caster journeys in astral or spirit form to one of the upper or lower planes, and may bring along one extra individual or creature per level of ability, each of whom he must touch. Unwilling companions may save to resist. He can stay on that plane as long as he likes, but getting back to the material plane means casting the spell in reverse.
The spirit of the chief's son was stolen by something from below, and the shaman of Nan Matal has agreed to go after it. She takes two warriors by the hand. The third, an older man who does not trust her, pulls his arm back at the last moment and refuses to come, and she lets him go. Then she sings the words, and the three of them rise out of their bodies and sink downward through the floor of the world. They will come back only when she sings it all again in reverse.
VISpells of the sixth level
Calling
Range UnlimitedSave NoneSpell type Non-variable
The caster reaches out to any single individual or creature he has met at least once. However far away the subject is, it feels that the caster is calling. No particular message can be sent, but the subject, be it animal, humanoid or anything else, understands by instinct that the caster is summoning it.
Old Tsunda, shaman of an Okalo herding village, is dying in her hut, and her apprentice is on the other side of the ocean, studying at the University of the Arts in Atlantis. She has not seen him in two years. She closes her eyes and reaches for him anyway. In a crowded lecture hall a thousand miles away, the young man suddenly stops writing. He does not know what is wrong, only that someone he knows is calling for him, and that he must go. He is at the harbor before sundown, looking for a ship.
Power Healing
Save NoneSpell type Non-variable
The caster pours his own spiritual strength into one of three cures: restoring any one of the five senses, healing every point of damage except 1-4 hit points, or curing one kind of mental illness.
The healing is given by touch to a single individual or creature and takes at least 10 minutes, during which the caster can do nothing else. It leaves him badly drained: his Constitution drops to half for the rest of the day, or until he manages at least 8 hours of rest.
The Nubian archer was blinded by a spitting cobra three months ago, and every healer in the city has failed him. The shaman Nia lays her hands over his eyes and does not move again for a long time. The room grows hot. Her face grays. When she finally lifts her hands the archer blinks, and blinks again, and then he begins to weep because he can see his daughter's face. Nia sits down heavily on the floor and cannot stand. She will not be good for anything until tomorrow.
Returning
Save NoneSpell type Non-variable
A simple kind of teleportation that sends the caster back to any place he has already visited earlier that day. Distance does not matter, but the spell cannot bring him back from another dimension or plane. He may take along extra materials up to his maximum encumbrance.
Half a day's climb into the Kaila Mountains, the shaman Dawa has filled two baskets with herbs when the yeti appear, three of them, blocking the only way down. He shoulders both baskets, grips his staff, and calls up a picture of the fire he left burning at dawn, far below. The snow vanishes. The fire is there, still smoldering, and his tea is still warm in the pot. Up on the mountain, the yeti sniff the empty air in confusion.
Spirit Force
Range 100 ft.Save Only as statedSpell type Variable, as stated
The caster releases the spirit forms bound to his service as a bolt of pure spirit energy, which can be thrown up to 100 ft. Against a spirit, undead, demon or devil it deals 1-6 damage for each level of ability, with no save.
Against any living creature the bolt instead tries to rip the victim's spirit out of its body, and the target must save vs Will. Unless the victim can astral project or travel in spirit form, the body dies and the spirit is left stranded on the prime material plane. Spells, substances or devices that guard against spirits cancel the spell.
The barrow wight on the moors of Alba steps out of its mound and turns toward the two travelers. The shaman who is guiding them does not run. He clenches his fist, and the spirits he has carried for twenty years tear out of him in a single bolt of pale blue light that strikes the wight in the chest. It screams like a kettle and staggers back, pieces of it smoking away into the dusk. The shaman stays on his feet, but his knees are shaking. He hopes it will not get up again.
Visions
Save NoneSpell type Non-variable
The caster receives a mental picture of something that will happen within the next 24 hours. It might show where a sought-after item lies, a danger about to strike, or even the death of a party member or of the caster himself. The vision is always somewhat vague and hazy, but what it shows will certainly come to pass.
The party has anchored off the Isle of Dread, and the shaman among them sits alone on the foredeck, staring at the black cliffs. The vision, when it comes, is blurred like a picture seen through rain: black sand, a broken spear, and one of their own lying very still at the water's edge. She cannot see whose face it is. It will happen before tomorrow's sunset, and nothing she does will change that. She sits with the knowledge for a long time before she goes below to tell the others.
Warrior's Spirit
Duration 1 minute per level of abilitySave vs Will, only as statedSpell type Variable, as stated
The caster calls on the spirit of one of his warrior ancestors and must make a save vs Will. If it succeeds, the ancestor lends aid in battle and the caster makes twice his normal number of attacks each round, for 1 minute per level of ability. If the save fails, no help arrives.
The Jotun raiders have broken into the Aesir hall, and the shaman Hallvard is the last one standing between them and the children. He calls on the spirit of his grandfather, a famous warrior of the Seidhr Mountains, and for one terrible moment nothing happens. Then the old man answers. Hallvard feels his grandfather's rage settle into his arms, and his axe begins to move twice as fast as it ever has, faster than any giant can follow. The raiders fall back from the hall doors, bleeding and bewildered.
VIISpells of the seventh level
Dual Consciousness
Duration 10 minutes per levelSave NoneSpell type Variable, as stated
Drawing on the spirit forms he has bound, the caster splits his conscious mind and spirit into two separate selves. He might sleep while his other self carries on with physical tasks, or roam in spirit form while staying aware of and moving his body. If someone tries to Charm or Influence him in this state, he gets two saves and is affected only if both fail.
The price is fragility: each half has only half his total hit points, and all saves against magical attack suffer -4 while he is divided. The spell cannot split him into two physical bodies. It lasts 10 minutes per level.
The court magician of Tang has a gift for charming guests, and the shaman from the Northlands knows it. So before the banquet she divides herself in two. One self eats rice cakes and smiles politely at the Emperor's jokes. The other watches from somewhere behind her eyes, calm and wary. When the magician's charm comes, soft and sweet, the smiling self begins to nod along, but the watching self does not, and so she does not agree to anything at all. She knows she is fragile tonight, but it is worth it.
Exorcise Spirit
Save vs Will, as stated (by the spirit)Spell type Non-variable
The caster drives out a hostile spirit that has taken hold of a single individual, creature or building. The spirit gets a save vs Will to resist being cast out.
The old signal tower on the Straits of Ayr has been empty for years because of what lives inside it: a spirit that shrieks, throws stones and has twice shoved a keeper down the stairs. The shaman who climbs it now carries only a rattle and a burning bundle of juniper. On the top floor the spirit comes at her in a howling gust of cold air, and she stands her ground and orders it out. It fights her, and for a moment it holds. Then the gust breaks, and the tower is quiet at last.
Mass Trance State
Save NoneSpell type Variable, as per Trance State
A group version of Trance State. The caster and one more individual or creature per level of ability enter a deep trance together. First comes a 10 minute ritual, during which everyone to be affected has to remain within 20 ft. of him and do nothing else. From then on the trance behaves just like Trance State in both effect and duration: physical attacks, magical weapons included, do half damage, for 1 minute per level of ability.
The Kawanna warriors gather close around their shaman on the morning of the battle, fourteen of them sitting shoulder to shoulder within a few paces of her fire. For the space of a long breath held and released a hundred times, no one moves or speaks. Then they rise together, eyes glazed and faces calm, and walk down to the Awa River to meet the raiders. The enemy blades strike and strike again, and to their horror the Zephyr keep coming, bleeding far less than they should.
Pointing
Range 100 ft.Save vs Will (for no effect)Spell type Non-variable
The caster simply points at a living creature up to 100 ft. away, and it must save vs Will or die; success means no effect at all. No words are needed, but the victim has to be facing the caster for the spell to work.
The Vanir reaver is laughing as he turns around to face the old Cimmerian shaman on the path. He has killed three of her people and he means to kill her too. She does not speak. She simply lifts her arm and points at his chest with one knotted finger. The laugh stops. He falls to his knees and then onto his face, and does not move again. The two reavers behind him look at each other, and then they turn their backs to her and run, because they have heard what happens to anyone who looks.
Recall Spirit
Save None (always works)Spell type Non-variable
The caster calls back the spirit of someone recently slain and restores that individual or creature to life. If the death happened no more than 24 hours earlier, the spell always succeeds with no save needed. It fails if the corpse has been destroyed or is severely damaged. A reasonably intact body is revived, but the person returns in a very weak state with only 1-4 hit points.
The pearl diver from Manawak went down yesterday afternoon and came up much too late. Her family has kept her wrapped in cool leaves ever since, hoping. The shaman kneels beside the body, calls her name into the four winds and pulls, hand over hand, as if hauling in a net. The girl's chest jerks. She coughs up seawater and a little blood, and lies gasping, too weak even to lift her head. It will be weeks before she can dive again, but her mother does not care about that.
Soul Transference
Save vs Will, as stated (success ruins the images)Spell type Non-variable
The caster tears out a victim's soul and places it in another person's body, an animal, or even a stone. Preparation takes two weeks: one to craft a special image of the victim, and a second to craft an image of the person or animal meant to receive the soul, or to prepare the stone if that is to be its prison.
With the work done, the caster must face the victim and cast the spell. A successful save vs Will makes it fail and leaves both images worthless. On a failure, soul and spirit pass into whatever vessel the caster chose. The emptied body, no longer truly alive, becomes a mindless slave much like a zombie, though it keeps the victim's hit points and level. Only a Wish, a Miracle, or another Soul Transference can put soul and body back together.
For two weeks the witchdoctor of Okwilu has been carving: first a likeness of his rival, the chief's counselor, then a smooth black stone to receive what he intends to take. When the counselor comes to his hut to threaten him, the witchdoctor looks him in the eyes and speaks one word. The counselor stops mid-sentence. His eyes go flat and empty. In the witchdoctor's hand, the black stone grows warm. The counselor will walk and carry and obey now, without a thought of his own, until someone finds a way to put him back.
Rules paraphrased from The Arcanum, 2nd edition (Bard Games, 1985), pages 74 to 120.
