Mephibosheth
2010-08-09, 06:04 PM
In my Homebrew Spirit Shaman Handbook (http://www.giantitp.com/forums/showthread.php?t=154917), Mulletmanalive suggested a class variant based on negotiating with and binding various spirits in exchange for invocations or spell-like abilities; something of a binder/warlock hybrid. I really liked the idea and ran with it, but don't really want to raise the old thread from the depths of forum obscurity. So, here it is. The bonded shaman. Probably not as comprehensive a variant as Mulletmanalive initially intended, but let me know what you think. I'm not entirely sure of some of the conditions under which spirits abandon pacts, so if anyone has any suggestions...
Edit: Version 2.0 is more binder-like, less reliant on spell-like abilities and can be found here (http://www.giantitp.com/forums/showpost.php?p=9130319&postcount=6)
Class Variant: Bonded Shaman
Spirit shamans draw their power from the spirits. In most cases, their guides act as intermediaries between the shaman and the spirits, bargaining each day with nameless, faceless spirits for spellcasting power.
Some spirit shamans, however, do more than bargain with the spirits for scraps of power. To do so places the spirit shaman in a subordinate, recipient position. These spirit shamans interact more directly with the spirits, binding specific beings into daily pacts that grant the spirit shaman great power. These spirit shamans are known as bonded shamans.
The bonded shaman gains all the standard spirit shaman class features, except as noted below:
Spellcasting: The bonded shaman does not gain the ability to retrieve or cast spells.
Spirit Pact: Beginning at first level, a bonded shaman learns to travel into the spirit world and make bargains with the spirits to gain magical and spiritual powers, known as spirit pacts. Traveling to the spirit world and making one or more successful spirit pacts requires one hour of relative peace and quiet following at least eight hours of rest, during which time the bonded shaman meditates and establishes her daily pacts.
Establishing a spirit pact requires that the bonded shaman bargain with a specific spirit; usually a powerful ancestor or a spirit representing an aspect of the physical or spiritual world. A bonded shaman does not need to make a check of any type to enter into a spirit pact. However, the motivations of the spirits are arcane and difficult to determine. Even the wisest bonded shamans cannot be certain that their arguments will sway the spirits. When a bonded shaman makes a spirit pact, there is always a 10 percent chance the spirit is unwilling to enter into the pact. Failure simply means that the pact is unsuccessful and the bonded shaman cannot attempt to make a pact with that spirit for 24 hours (though she can attempt to make pacts with other spirits without penalty). If the bonded shaman can make multiple pacts per day, she must make a separate successful check for each pact. A spirit pact lasts 24 hours.
If, while under the influence of a spirit pact, a bonded shaman takes an action that is contrary to the desires and motivations of the bound spirit, the pact ends immediately. The bonded shaman looses the use of any abilities associated with the bound spirit. Additionally, the chance a future spirit pact with that spirit fails increases to 75 percent for the next week. At the DMs discretion, the bonded shaman can receive an atonement spell or take another action clearly showing contrition and repentance to return the failure chance to normal before the week has ended.
A successful spirit pact grants the bonded shaman a set of spell-like abilities that she can use at will. These spell-like abilities are listed in the spirit’s description. A bonded shaman who has forged a spirit pact with a given spirit can use any spell-like ability available to bonded shamans of her level or lower. If a bonded shaman can make more than one pact per day, she can use all of the spell-like abilities granted by all of her pacts at will. A bonded shaman’s caster level for any spell-like abilities gained as a result of a spirit pact is equal to her class level. A bonded shaman can use her Guide Magic ability in conjunction with spell-like abilities granted by her spirit pacts, should she so desire.
At first level, a bonded shaman can make one spirit pact per day. At 10th level, she gains the ability to make two pacts per day.
Spirit Pacts
Spirit of the Woods:
The Spirit of the Woods is the guardian and guide of all who live among the trees. It embodies the power of nature in its most primal forms: the stability and strength of a towering oak tree, the tenacity of a boar’s last breath, the speed and grace of hind, the ferocity of a swarm of locusts, the cunning of a wolf pack.
The Spirit of the Woods can take the form of any plant or animal within its domain but appears most often as an ancient treant; gnarled and strong with the dark brown bark and red and orange leaves of an oak tree in autumn. Its voice recalls the clatter of bare tree branches, the babbling of a forest stream and the slow crunch of roots forcing their way through stone.
The Spirit of the Woods grants bonded shamans the ability to control and manipulate the plants and animals of the forest. Entering into a spirit pact with the Spirit of the Woods empowers a bonded shaman to control his environment and protect the natural world. The Spirit of the Woods will abandon a spirit pact if the bonded shaman knowingly, unnecessarily and irreparably harms a plant or animal for any reason other than survival, sustenance or self-defense.
The Spirit of the Woods grants the following spell-like abilities:
Levels 1-3 – Entangle and Endure Elements
Levels 4-6 – Spike Growth and Warp Wood
Levels 7-9 – Charm Monster and Command Plants
Levels 10-13 – Black Tentacles and Tree Stride]
Levels 14-16 – Insect Plague and Wall of Thorns
Levels 17-20 – Fire Seeds and Liveoak
Spirit of the Plains:
The Spirit of the Plains embodies the love of travel, of vast open spaces and of solitude. It watches over those who travel and those who live in the open, under the sky. It accompanies nomads on their never-ending journeys, guides flocks of geese in their annual migrations and swirls around those who stand at crossroads deciding which way to travel.
The Spirit of the Plains’ voice is as gentle and restless as the long grass rubbing together in the wind. It most often appears as a solitary, cloaked traveler leaning on a gnarled staff or a wild horse with pale tan fur and a black mane.
The Spirit of the Planes grants endurance and speed. It grants control over some of the creatures of the prairie and awareness of one’s location. The Spirit of the Plains will abandon a spirit pact if the bonded shaman knowingly and willingly travels less than five miles over the course of first 12 hours of the spirit pact.
The Spirit of the Plains grants the following spell-like abilities:
Levels 1-3 – Entropic Shield and Expeditious Retreat
Levels 4-6 – Bear’s Endurance and Summon Swarm
Levels 7-9 – Phantom Steed and Ray of Exhaustion
Levels 10-13 – Freedom of Movement and Giant Vermin
Levels 14-16 – Shadow Walk and Waves of Fatigue
Levels 17-20 – Antilife Shell and Find the Path
Spirit of the Mountains:
The Spirit of the Mountains embodies the towering heights and strong roots of the hills. The cacophony of an avalanche, the strength and hardness of stone and the dizzying heights of a cliff are all a part of its nature.
The Spirit of the Mountains most often takes the form of a mountain sheep, with hooves and horns of sparkling quartz. It can speak as a human, however, in a voice as deep and gravely as the mountains themselves. When it moves, its hooves crash loudly like a rock tumbling down a precipice.
The Spirit of the Mountains grants the ability to shape and manipulate stone. It also grants the strength and resilience needed to face problems head-on. The Spirit of the Mountains will abandon a spirit pact if the bonded shaman takes a run or withdrawal action.
The Spirit of the Mountains grants the following spell-like abilities:
Levels 1-3 – Feather Fall and Magic Stone
Levels 4-6 – Bull’s Strength and Soften Earth and Stone
Levels 7-9 – Meld into Stone and Stone Shape
Levels 10-13 – Spike Stones and Stoneskin
Levels 14-16 – Passwall and Transmute Rock to Mud
Levels 17-20 – Flesh to Stone and Stone Tell
Spirit of the Water:
The Spirit of the Water cares for bodies of water and the creatures that make their homes in the water. It embodies water’s inherent contradiction; its nature is at once soothing and nurturing and cold and unforgiving.
The Spirit of the Water most often appears as a faint humanoid figure in the foam on the crests of waves or in the midst of raging rapids. Its voice is as musical as the soft flow of water through the pebbles on a beach or riverbank. It moves in swift, graceful, flowing motions and often seems to be carried by the surrounding water rather than moving under its own power.
The Spirit of the Water grants control over water, snow, ice and fog. It can bestow the ability to heal, conceal or destroy with different forms of the element over which it presides. The Spirit of the Mountains will abandon a spirit pact if the bonded shaman does not cover or immerse her hair in water at least once every hour for the duration of the pact.
The Spirit of the Water grants the following spell-like abilities:
Levels 1-3 – Create Water and Cure Light Wounds
Levels 4-6 – Fog Cloud and Chill Metal
Levels 7-9 – Cure Moderate Wounds and Water Breathing
Levels 10-13 – Control Water and Wall of Ice
Levels 14-16 – Cone of Cold and Cure Serious Wounds
Levels 17-20 – Freezing Sphere and Cure Critical Wounds
Spirit of the Sky:
The Spirit of the Sky is born out of the wind and the clouds, the still evenings and the violent storms. The Spirit of the Sky is elusive, ever-moving and almost impossible to find or capture.
The Spirit of the Sky is, of all the spirits, perhaps the most difficult to see. It can be found in leaves that blow on the breeze or in rain that falls sideways in the storm. Most often, it appears to bonded shaman as the faint whiteness of a breath on a cold winter’s day. Its voice is soft and airy, though when angered it can be as deafening as a gale.
The Spirit of the Sky grants the gifts of flight, speed and grace. Bonded shamans who enter into spirit pacts with the Spirit of the Sky can control winds and lightning, soar above the earth and travel with unparalleled speed. The Spirit of the Sky will abandon a spirit pact if the bonded shaman spends more than five consecutive hours in a building, cave or other completely enclosed location.
The Spirit of the Sky grants the following spell-like abilities:
Levels 1-3 – Magic Missile and Obscuring Mist
Levels 4-6 – Cat’s Grace and Gust of Wind
Levels 7-9 – Fly and Lightning Bolt
Levels 10-13 – Dimension Door and Solid Fog
Levels 14-16 – Control Winds and Overland Flight
Levels 17-20 – Chain Lightning and Wind Walk
Spirit of the Sun:
The Spirit of the Sun is the embodiment of heat and light and, according to some legends, the source of the world’s fire. The Spirit of the Sun is intense and powerful, able to wield devastating flames. It is also as beautiful and ever-changing as a flame.
The Spirit of the Sun most often appears as a hazy humanoid shape concealed within a hazy sunbeam as it filters through the leaves. Its voice is heard more in the mind than the ears but its words burn themselves on the listener’s consciousness.
The Spirit of the Sun grants power over heat, fire and light. It can bestow the power to consume your enemies, dazzle their senses or illuminate your surroundings. The Spirit of the Sun will abandon a spirit pact if the bonded shaman is conscious during the night for longer than she is conscious during the day.
The Spirit of the Sun grants the following spell-like abilities:
Levels 1-3 – Burning Hands and Color Spray
Levels 4-6 – Heat Metal and Scorching Ray
Levels 7-9 – Daylight and Fireball
Levels 10-13 – Rainbow Pattern and Wall of Fire
Levels 14-16 – Flame Strike and Shadow Evocation
Levels 17-20 – Disintegrate and Permanent Image
Spirit of the Champion:
The Spirit of the Champion is the spirit of a mighty warrior from legends of the bonded shaman’s tribe. Bonded shamans seek out the Spirit of the Champion when mortal danger threatens them and their loved ones. The Spirit of the Champion is the spirit of prowess, honor and courage.
The Spirit of the Champion grants abilities that heighten the bonded shaman’s combat prowess. It can empower the shaman’s weapons and armor or lend strength and speed to her sword arm. The Spirit of the Champion will abandon a spirit pact if the bonded shaman goes three consecutive encounters without dealing hit point damage to an opponent.
The Spirit of the Champion grants the following spell-like abilities:
Levels 1-3 – Divine Favor and Enlarge Person
Levels 4-6 – Flame Blade and Rage
Levels 7-9 – Greater Magic Weapon and Magic Vestment
Levels 10-13 – Divine Power and Holy Sword
Levels 14-16 –Disrupting Weapon and Righteous Might
Levels 17-20 – Blade Barrier and Transformation
Spirit of the Sage:
The Spirit of the Sage is the spirit of a mighty wizard or sorcerer, knowledgeable and well-trained in the arts of magic. Bonded shamans seek out the Spirit of the Sage when confronted with a difficult puzzle or a challenge that requires finesse, subtlety and information.
The Spirit of the Sage grants abilities that can persuade, control or reveal information. It can ensnare or paralyze an opponent. It can reveal information that would otherwise remain hidden. The Spirit of the Sage will abandon a spirit pact if the bonded shaman actively chooses to disregard demonstrably-accurate information that contradicts her view of a situation.
The Spirit of the Sage grants the following spell-like abilities:
Levels 1-3 –Charm Person and Shield
Levels 4-6 – Detect Thoughts and Hideous Laughter
Levels 7-9 – Clairaudience/Clairvoyance and Suggestion
Levels 10-13 – Arcane Eye and Hold Monster
Levels 14-16 – Dominate Person and Telekinesis
Levels 17-20 – Irresistible Dance and True Seeing
Spirit of the Conqueror:
The Spirit of the Conqueror is the spirit of a legendary leader or war chief from the tribe’s past. It is charismatic, forceful and inspiring. It also cares a great deal about the future of the tribe. It is perhaps the most willing of the spirits to enter into spirit pacts, always seeking to assist the tribe in hours of need.
The Spirit of the Conqueror grants abilities that enhance the combat prowess of the bonded shaman’s allies. It can cast protective wards over its friends or guide their blows. The Spirit of the Conqueror will abandon a spirit pact if the bonded shaman knowingly and intentionally causes harm to a member of her tribe.
The Spirit of the Conqueror grants the following spell-like abilities:
Levels 1-3 – Bless and Magic Weapon
Levels 4-6 – Heroism and Spiritual Weapon
Levels 7-9 – Good Hope and Prayer
Levels 10-13 – Fire Shield and Mass Enlarge Person
Levels 14-16 – Cloudkill and Mass Cure Light Wounds
Levels 17-20 – Animate Objects and Greater Heroism
Spirit of the Hunter:
The Spirit of the Hunter is known in tribal legends for its stealth, fortitude and resourcefulness. It knows how to move quickly and silently, how to track its prey and how to take down important targets quickly and efficiently.
The Spirit of the Hunter grants abilities that enhance the bonded shaman’s stealth and resourcefulness. They aid the bonded shaman in destroying individual threats to the tribe or traveling great distances to find her quarry. The Spirit of the Hunter will abandon a spirit pact if the bonded shaman does not consume any meat over the course of the first 12 hours of the spirit pact.
The Spirit of the Hunter grants the following spell-like abilities:
Levels 1-3 – Pass without Trace and Ray of Enfeeblement
Levels 4-6 – Blindness/Deafness and Invisibility
Levels 7-9 – Dispel Magic and Haste
Levels 10-13 – Enervation and Greater Invisibility
Levels 14-16 – Feeblemind and Teleport
Levels 17-20 – Analyze Deweomer and Grasping Hand
Spirit of the Guardian:
The Spirit of the Guardian is the spirit of one known for defending others to its final breath. It is resilient and implacable, devoted in its defense of the tribe and its allies.
The Spirit of the Guardian grants abilities that make it difficult to injure the bonded shaman and her allies. It bestows the power to ward against death or to draw of an enemy’s strength. It aids the bonded shaman in defending against sword and sorcery alike. The Spirit of the Guardian will abandon a spirit pact if the bonded shaman knowingly and intentionally allows an ally to perish without making an effort to prevent his or her death.
The Spirit of the Guardian grants the following spell-like abilities:
Levels 1-3 – Mage Armor and Protection from [Alignment]
Levels 4-6 – Barkskin and Shield Other
Levels 7-9 – Displacement and Vampiric Touch
Levels 10-13 – Death Ward and Lesser Globe of Invulnerability
Levels 14-16 – Telepathic Bond and Wall of Stone
Levels 17-20 – Blade Barrier and Repulsion
Edit: Version 2.0 is more binder-like, less reliant on spell-like abilities and can be found here (http://www.giantitp.com/forums/showpost.php?p=9130319&postcount=6)
Class Variant: Bonded Shaman
Spirit shamans draw their power from the spirits. In most cases, their guides act as intermediaries between the shaman and the spirits, bargaining each day with nameless, faceless spirits for spellcasting power.
Some spirit shamans, however, do more than bargain with the spirits for scraps of power. To do so places the spirit shaman in a subordinate, recipient position. These spirit shamans interact more directly with the spirits, binding specific beings into daily pacts that grant the spirit shaman great power. These spirit shamans are known as bonded shamans.
The bonded shaman gains all the standard spirit shaman class features, except as noted below:
Spellcasting: The bonded shaman does not gain the ability to retrieve or cast spells.
Spirit Pact: Beginning at first level, a bonded shaman learns to travel into the spirit world and make bargains with the spirits to gain magical and spiritual powers, known as spirit pacts. Traveling to the spirit world and making one or more successful spirit pacts requires one hour of relative peace and quiet following at least eight hours of rest, during which time the bonded shaman meditates and establishes her daily pacts.
Establishing a spirit pact requires that the bonded shaman bargain with a specific spirit; usually a powerful ancestor or a spirit representing an aspect of the physical or spiritual world. A bonded shaman does not need to make a check of any type to enter into a spirit pact. However, the motivations of the spirits are arcane and difficult to determine. Even the wisest bonded shamans cannot be certain that their arguments will sway the spirits. When a bonded shaman makes a spirit pact, there is always a 10 percent chance the spirit is unwilling to enter into the pact. Failure simply means that the pact is unsuccessful and the bonded shaman cannot attempt to make a pact with that spirit for 24 hours (though she can attempt to make pacts with other spirits without penalty). If the bonded shaman can make multiple pacts per day, she must make a separate successful check for each pact. A spirit pact lasts 24 hours.
If, while under the influence of a spirit pact, a bonded shaman takes an action that is contrary to the desires and motivations of the bound spirit, the pact ends immediately. The bonded shaman looses the use of any abilities associated with the bound spirit. Additionally, the chance a future spirit pact with that spirit fails increases to 75 percent for the next week. At the DMs discretion, the bonded shaman can receive an atonement spell or take another action clearly showing contrition and repentance to return the failure chance to normal before the week has ended.
A successful spirit pact grants the bonded shaman a set of spell-like abilities that she can use at will. These spell-like abilities are listed in the spirit’s description. A bonded shaman who has forged a spirit pact with a given spirit can use any spell-like ability available to bonded shamans of her level or lower. If a bonded shaman can make more than one pact per day, she can use all of the spell-like abilities granted by all of her pacts at will. A bonded shaman’s caster level for any spell-like abilities gained as a result of a spirit pact is equal to her class level. A bonded shaman can use her Guide Magic ability in conjunction with spell-like abilities granted by her spirit pacts, should she so desire.
At first level, a bonded shaman can make one spirit pact per day. At 10th level, she gains the ability to make two pacts per day.
Spirit Pacts
Spirit of the Woods:
The Spirit of the Woods is the guardian and guide of all who live among the trees. It embodies the power of nature in its most primal forms: the stability and strength of a towering oak tree, the tenacity of a boar’s last breath, the speed and grace of hind, the ferocity of a swarm of locusts, the cunning of a wolf pack.
The Spirit of the Woods can take the form of any plant or animal within its domain but appears most often as an ancient treant; gnarled and strong with the dark brown bark and red and orange leaves of an oak tree in autumn. Its voice recalls the clatter of bare tree branches, the babbling of a forest stream and the slow crunch of roots forcing their way through stone.
The Spirit of the Woods grants bonded shamans the ability to control and manipulate the plants and animals of the forest. Entering into a spirit pact with the Spirit of the Woods empowers a bonded shaman to control his environment and protect the natural world. The Spirit of the Woods will abandon a spirit pact if the bonded shaman knowingly, unnecessarily and irreparably harms a plant or animal for any reason other than survival, sustenance or self-defense.
The Spirit of the Woods grants the following spell-like abilities:
Levels 1-3 – Entangle and Endure Elements
Levels 4-6 – Spike Growth and Warp Wood
Levels 7-9 – Charm Monster and Command Plants
Levels 10-13 – Black Tentacles and Tree Stride]
Levels 14-16 – Insect Plague and Wall of Thorns
Levels 17-20 – Fire Seeds and Liveoak
Spirit of the Plains:
The Spirit of the Plains embodies the love of travel, of vast open spaces and of solitude. It watches over those who travel and those who live in the open, under the sky. It accompanies nomads on their never-ending journeys, guides flocks of geese in their annual migrations and swirls around those who stand at crossroads deciding which way to travel.
The Spirit of the Plains’ voice is as gentle and restless as the long grass rubbing together in the wind. It most often appears as a solitary, cloaked traveler leaning on a gnarled staff or a wild horse with pale tan fur and a black mane.
The Spirit of the Planes grants endurance and speed. It grants control over some of the creatures of the prairie and awareness of one’s location. The Spirit of the Plains will abandon a spirit pact if the bonded shaman knowingly and willingly travels less than five miles over the course of first 12 hours of the spirit pact.
The Spirit of the Plains grants the following spell-like abilities:
Levels 1-3 – Entropic Shield and Expeditious Retreat
Levels 4-6 – Bear’s Endurance and Summon Swarm
Levels 7-9 – Phantom Steed and Ray of Exhaustion
Levels 10-13 – Freedom of Movement and Giant Vermin
Levels 14-16 – Shadow Walk and Waves of Fatigue
Levels 17-20 – Antilife Shell and Find the Path
Spirit of the Mountains:
The Spirit of the Mountains embodies the towering heights and strong roots of the hills. The cacophony of an avalanche, the strength and hardness of stone and the dizzying heights of a cliff are all a part of its nature.
The Spirit of the Mountains most often takes the form of a mountain sheep, with hooves and horns of sparkling quartz. It can speak as a human, however, in a voice as deep and gravely as the mountains themselves. When it moves, its hooves crash loudly like a rock tumbling down a precipice.
The Spirit of the Mountains grants the ability to shape and manipulate stone. It also grants the strength and resilience needed to face problems head-on. The Spirit of the Mountains will abandon a spirit pact if the bonded shaman takes a run or withdrawal action.
The Spirit of the Mountains grants the following spell-like abilities:
Levels 1-3 – Feather Fall and Magic Stone
Levels 4-6 – Bull’s Strength and Soften Earth and Stone
Levels 7-9 – Meld into Stone and Stone Shape
Levels 10-13 – Spike Stones and Stoneskin
Levels 14-16 – Passwall and Transmute Rock to Mud
Levels 17-20 – Flesh to Stone and Stone Tell
Spirit of the Water:
The Spirit of the Water cares for bodies of water and the creatures that make their homes in the water. It embodies water’s inherent contradiction; its nature is at once soothing and nurturing and cold and unforgiving.
The Spirit of the Water most often appears as a faint humanoid figure in the foam on the crests of waves or in the midst of raging rapids. Its voice is as musical as the soft flow of water through the pebbles on a beach or riverbank. It moves in swift, graceful, flowing motions and often seems to be carried by the surrounding water rather than moving under its own power.
The Spirit of the Water grants control over water, snow, ice and fog. It can bestow the ability to heal, conceal or destroy with different forms of the element over which it presides. The Spirit of the Mountains will abandon a spirit pact if the bonded shaman does not cover or immerse her hair in water at least once every hour for the duration of the pact.
The Spirit of the Water grants the following spell-like abilities:
Levels 1-3 – Create Water and Cure Light Wounds
Levels 4-6 – Fog Cloud and Chill Metal
Levels 7-9 – Cure Moderate Wounds and Water Breathing
Levels 10-13 – Control Water and Wall of Ice
Levels 14-16 – Cone of Cold and Cure Serious Wounds
Levels 17-20 – Freezing Sphere and Cure Critical Wounds
Spirit of the Sky:
The Spirit of the Sky is born out of the wind and the clouds, the still evenings and the violent storms. The Spirit of the Sky is elusive, ever-moving and almost impossible to find or capture.
The Spirit of the Sky is, of all the spirits, perhaps the most difficult to see. It can be found in leaves that blow on the breeze or in rain that falls sideways in the storm. Most often, it appears to bonded shaman as the faint whiteness of a breath on a cold winter’s day. Its voice is soft and airy, though when angered it can be as deafening as a gale.
The Spirit of the Sky grants the gifts of flight, speed and grace. Bonded shamans who enter into spirit pacts with the Spirit of the Sky can control winds and lightning, soar above the earth and travel with unparalleled speed. The Spirit of the Sky will abandon a spirit pact if the bonded shaman spends more than five consecutive hours in a building, cave or other completely enclosed location.
The Spirit of the Sky grants the following spell-like abilities:
Levels 1-3 – Magic Missile and Obscuring Mist
Levels 4-6 – Cat’s Grace and Gust of Wind
Levels 7-9 – Fly and Lightning Bolt
Levels 10-13 – Dimension Door and Solid Fog
Levels 14-16 – Control Winds and Overland Flight
Levels 17-20 – Chain Lightning and Wind Walk
Spirit of the Sun:
The Spirit of the Sun is the embodiment of heat and light and, according to some legends, the source of the world’s fire. The Spirit of the Sun is intense and powerful, able to wield devastating flames. It is also as beautiful and ever-changing as a flame.
The Spirit of the Sun most often appears as a hazy humanoid shape concealed within a hazy sunbeam as it filters through the leaves. Its voice is heard more in the mind than the ears but its words burn themselves on the listener’s consciousness.
The Spirit of the Sun grants power over heat, fire and light. It can bestow the power to consume your enemies, dazzle their senses or illuminate your surroundings. The Spirit of the Sun will abandon a spirit pact if the bonded shaman is conscious during the night for longer than she is conscious during the day.
The Spirit of the Sun grants the following spell-like abilities:
Levels 1-3 – Burning Hands and Color Spray
Levels 4-6 – Heat Metal and Scorching Ray
Levels 7-9 – Daylight and Fireball
Levels 10-13 – Rainbow Pattern and Wall of Fire
Levels 14-16 – Flame Strike and Shadow Evocation
Levels 17-20 – Disintegrate and Permanent Image
Spirit of the Champion:
The Spirit of the Champion is the spirit of a mighty warrior from legends of the bonded shaman’s tribe. Bonded shamans seek out the Spirit of the Champion when mortal danger threatens them and their loved ones. The Spirit of the Champion is the spirit of prowess, honor and courage.
The Spirit of the Champion grants abilities that heighten the bonded shaman’s combat prowess. It can empower the shaman’s weapons and armor or lend strength and speed to her sword arm. The Spirit of the Champion will abandon a spirit pact if the bonded shaman goes three consecutive encounters without dealing hit point damage to an opponent.
The Spirit of the Champion grants the following spell-like abilities:
Levels 1-3 – Divine Favor and Enlarge Person
Levels 4-6 – Flame Blade and Rage
Levels 7-9 – Greater Magic Weapon and Magic Vestment
Levels 10-13 – Divine Power and Holy Sword
Levels 14-16 –Disrupting Weapon and Righteous Might
Levels 17-20 – Blade Barrier and Transformation
Spirit of the Sage:
The Spirit of the Sage is the spirit of a mighty wizard or sorcerer, knowledgeable and well-trained in the arts of magic. Bonded shamans seek out the Spirit of the Sage when confronted with a difficult puzzle or a challenge that requires finesse, subtlety and information.
The Spirit of the Sage grants abilities that can persuade, control or reveal information. It can ensnare or paralyze an opponent. It can reveal information that would otherwise remain hidden. The Spirit of the Sage will abandon a spirit pact if the bonded shaman actively chooses to disregard demonstrably-accurate information that contradicts her view of a situation.
The Spirit of the Sage grants the following spell-like abilities:
Levels 1-3 –Charm Person and Shield
Levels 4-6 – Detect Thoughts and Hideous Laughter
Levels 7-9 – Clairaudience/Clairvoyance and Suggestion
Levels 10-13 – Arcane Eye and Hold Monster
Levels 14-16 – Dominate Person and Telekinesis
Levels 17-20 – Irresistible Dance and True Seeing
Spirit of the Conqueror:
The Spirit of the Conqueror is the spirit of a legendary leader or war chief from the tribe’s past. It is charismatic, forceful and inspiring. It also cares a great deal about the future of the tribe. It is perhaps the most willing of the spirits to enter into spirit pacts, always seeking to assist the tribe in hours of need.
The Spirit of the Conqueror grants abilities that enhance the combat prowess of the bonded shaman’s allies. It can cast protective wards over its friends or guide their blows. The Spirit of the Conqueror will abandon a spirit pact if the bonded shaman knowingly and intentionally causes harm to a member of her tribe.
The Spirit of the Conqueror grants the following spell-like abilities:
Levels 1-3 – Bless and Magic Weapon
Levels 4-6 – Heroism and Spiritual Weapon
Levels 7-9 – Good Hope and Prayer
Levels 10-13 – Fire Shield and Mass Enlarge Person
Levels 14-16 – Cloudkill and Mass Cure Light Wounds
Levels 17-20 – Animate Objects and Greater Heroism
Spirit of the Hunter:
The Spirit of the Hunter is known in tribal legends for its stealth, fortitude and resourcefulness. It knows how to move quickly and silently, how to track its prey and how to take down important targets quickly and efficiently.
The Spirit of the Hunter grants abilities that enhance the bonded shaman’s stealth and resourcefulness. They aid the bonded shaman in destroying individual threats to the tribe or traveling great distances to find her quarry. The Spirit of the Hunter will abandon a spirit pact if the bonded shaman does not consume any meat over the course of the first 12 hours of the spirit pact.
The Spirit of the Hunter grants the following spell-like abilities:
Levels 1-3 – Pass without Trace and Ray of Enfeeblement
Levels 4-6 – Blindness/Deafness and Invisibility
Levels 7-9 – Dispel Magic and Haste
Levels 10-13 – Enervation and Greater Invisibility
Levels 14-16 – Feeblemind and Teleport
Levels 17-20 – Analyze Deweomer and Grasping Hand
Spirit of the Guardian:
The Spirit of the Guardian is the spirit of one known for defending others to its final breath. It is resilient and implacable, devoted in its defense of the tribe and its allies.
The Spirit of the Guardian grants abilities that make it difficult to injure the bonded shaman and her allies. It bestows the power to ward against death or to draw of an enemy’s strength. It aids the bonded shaman in defending against sword and sorcery alike. The Spirit of the Guardian will abandon a spirit pact if the bonded shaman knowingly and intentionally allows an ally to perish without making an effort to prevent his or her death.
The Spirit of the Guardian grants the following spell-like abilities:
Levels 1-3 – Mage Armor and Protection from [Alignment]
Levels 4-6 – Barkskin and Shield Other
Levels 7-9 – Displacement and Vampiric Touch
Levels 10-13 – Death Ward and Lesser Globe of Invulnerability
Levels 14-16 – Telepathic Bond and Wall of Stone
Levels 17-20 – Blade Barrier and Repulsion