The Shaman
The shaman is one of the few creatures that is able to wield spiritual magic. They are in most aspects the same as clerics except that they don’t get their spells from a deity but from spirits. A shaman who shows wisdom and respect in dealing with spirits can be an extremely effective character in a number of situations. These spirits are like extensions of your self with a mind of their own.

These spirits can be the spirits of the dead (ancestors, legendary heroes), animal spirits (the entire animal kingdom) or the spirits of nature (mountain, desert, air, fire, earth). The ceremony to summon such a spirit is different for each kind. There are no written rules for these ceremonies; player creativity is encouraged.

Spells
A shaman casts divine spells. A shaman knows a number of spells and casts these spells a number of times each day. The number of spells a shaman knows is not affected by his Wisdom bonus. The spells a shaman knows can be common spells chosen from the shaman spell list, or a bonus spell from his spirit, or a domain spell.
A shaman is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any, based on his wisdom.
A shaman may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.
To learn or cast a spell, a shaman must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class for saving throws against shaman spells is 10 + the spell's level + the shaman's Wisdom modifier.

In the game, you choose with which type of spirit your shaman has made contact. This spirit then grants his shaman certain spells. The number of spirits a shaman gets depends on his level. At first level, the shaman gets one minor spirit; this is the spirit with which the shaman starts the game. A minor spirits grants access to 1st-3rd level spells. At 8th level, the shaman gets a second spirit, a major spirit. This major spirit grants access to 4th-6th level spells. Finally at level 14 the Shaman gets a greater spirit that can grant access to 7th-9th level spells. A shaman doesn't need a spirit to cast 0 level spells.

Click here to see the shaman spell list.

Summoning
In order to bind a spirit to himself, the shaman must perform a ceremony. At level four, the shaman gains the ability to summon spirits into himself or others. He can use this ability once per day per four levels (2/day at level 8, 3/day at level 12 and so on). With this, he can summon his spirit ally to ask for knowledge or power. But remember, dealing with spirits is a two way relationship: you also need to return the favor and if you end up angering them you light just end up stripped of the powers they used to give you.

New skill - Spiritwise: This skill is used when dealing with spirits. It is used in exactly the same way as diplomacy. It also allows a shaman to know things about a spirit and rituals that bind or summon a spirit. A shaman can take 10 as normal when using this skill. DC are as follows:
  • DC 5 - very common knowledge: spirit come from dead ancestors, or represent animal totems.
  • DC 10 - common knowledge: there are different kinds of spirits. You can name and recognize common spirits (shadows, ghosts, vampiric mists...) An angry, restless spirit can be dangerous and should be treated with caution.
  • DC 15 - you know how to anger or appease a certain spirit, you know what incorporal means, you know certain weaknesses of certain spirits. (a shadows weakness to light, most ghosts are bound to a certain area,...)
    - This is also the base DC to summon a spirit. This DC is subject to several modifiers.
  • DC 20 - knowledge of specific weaknesses and of ways to destroy spirits. You can sense the strength of a spirit.
  • DC 25 - obscure knowledge, a certain spirit's name, how different spirits relate to each other in a certain graveyard, how certain spirit died, how to lay a certain spirit to rest.
Modifiers: These apply to the DC of summoning attempts.
  • +2 for each previous summoning of a minor spirit. (So the first time a shaman summons a minor spirit, the DC is 15, the second time its 17, the third time 19 and so on)
  • +4 for each previous summoning of a major spirit. (So if you first summon a minor spirit and then try to summon a major spirit, you suffer the +2 for the previous summoning of a minor spirit and a +6 penalty afterwards.)
  • +6 for each previous summoning of a greater spirit.
  • +5 for trying to have the spirit 'possess' someone else than the shaman.
  • -1 for each round spend chanting and focusing your energy up to a maximum of -5.
Certain objects like an altar or a blessed puppet in the likeness of the spirit and also sacrifices to the spirit can grant a bonus to the summoning attempt. The DM can grant a bonus of +2 to +6.

Summoning
The shaman learns this ability at level 4. With the summoning, a shaman can summon a spirit into himself or into others. This grants the subject the following advantages. The possession of the spirit lasts a number of turns equal to 3 + the Shaman's wisdom modifier.:
  • Ancestral spirit: a spiritual bonus to one ability score.
    Or, the number of ranks in one skill of the ancestral spirit. This does not stack, but replaces the number of ranks the subject has in a skill.
  • Animal spirit: a spiritual bonus to an ability score that is above average for the animal.
    Or, a special ability of the animal (DM's discretion)
  • Nature Spirit: an insight bonus to attack and AC and full awareness (giving the character the best vision possible within the area of the nature spirit, be it tremorsense, blindsight, darkvision or any other mode of vision.)
    Nature Spirits are very powerful, but they can only be summoned in the area in which they are present.
All bonuses are limited to the strength of the spirit.
  • Minor: +2 bonus
  • Major: +4 bonus
  • Greater:+6 bonus