Is
your shaman ready for adventure? Illus: The Defense of the Sampo, Akseli
Gallen-Kallela
Spells (Ukko)
Finnish Shamans have access to the following
spells.
1st Level: Cure
Light Wounds, Detect Evil, Detect Magic, Protection from Evil, Sanctuary, Animal CompanionD,
Unseen Servant*
2nd Level: Augury, Bless, Delay Poison, Hold Person, Holy Chant, Snake Charm, Speak with Animal, Spiritual Weapon (held by a random
type of spirit)
3rd Level: Cure Blindness, Cure Disease, Locate Object, Prayer, Remove Curse
(reversible),
4th Level: Cure Serious Wounds, Divination, Exorcise, Neutralize Poison, Protection
from Evil 10’ Radius,
5th Level: Atonement, Commune, Cure Critical Wounds, Plane Shift, Raise Dead (also
requires a drop of honey), Commune with NatureD
6th Level: Animate Objects, Find
the Path, Heal, Stone Tell
7th Level: Astral Projection, Restoration, Summon Spirit (as Summon Aerial Servant,
but can summon any type of spirit for the shaman to then request aid from)
Spells of Place
Finnish shamans can
also access additional spells depending on where
they commune each day. As described in Part I, the process takes 1d6 turns,
allowing the shaman to gain a special ability. It also grants him access to up
to 1d3 bonus spells of levels he can cast that day, determined at random. Note
that a shaman can thereby gain a different selection of spells from two different
forests, different fields, different mountains, etc., reflecting the great variation
in the animistic world of gods and spirits in which they live. Consequently,
mountains grant the highest level spells since it is the dwelling place of
Ukko, chief of the pantheon, where he reigns at a point so high in reality that
those who visit there must kneel.
Communion can be redone during the same day
if the shaman spends 1d6 turns making offerings, chanting, drumming, and/or achieving
trance states at a different place, but no matter
what, he still can only cast the same number of spells each day as a cleric of
the same level.
Field
1st
Level: Light, Remove Fear, Faerie FireD
2nd
Level: Continual Light, Detect Invisible*, ESP*
3rd
Level: Plant GrowthD, Clairvoyance*
4th
Level: Dispel Evil, Hallucinatory Terrain*
Graveyard
1st Level: Light
(reverse), Remove Fear (reverse), Spider Climb*
2nd
Level: Feign Death, Darkness Globe*, Scare*
3rd
Level: Remove Curse (reversible), Speak with Dead
4th
Level: Sticks to Snakes, Ray of Enfeeblement*
Forest
1st Level: EntangleD,
Pass without TraceD, ShillelaghD
2nd Level: BarkskinD,
Find PlantD, Web*
3rd Level: SnareD,
Tree ShapeD
4th Level: Speak with
Plants, Polymorph Self* (terrestrial animal forms only)
Mountain
1st Level: Command,
Divine WeatherD. Enlarge*
2nd
Level: Animal Growth, Feather Fall*, Strength*
3rd
Level: Call LightningD, Gust
of Wind*
4th Level: Passwall* (through natural stone only), Polymorph Self*
(avian animal forms only)
5th Level: Control WindsD, Interposing
Hand*
6th Level: Stone Tell, Summon Aerial Servant
7th Level: Control Weather, Wind Walk
Sauna
1st
Level: Purify Food and Drink, Resist Cold, Allure*
2nd Level: Resist Fire, Obscuring MistD,
Heat MetalD
3rd Level: Hold AnimalD,
Haste* (reverse), Sleep*
4th
Level: Charm Person*, Confusion*
Water
1st
Level: Create Water, Purify WaterD, Manipulate Fire* (actually reduces heat)
2nd
Level: Reveal Charm, Warp WoodD, Magic Mouth*
3rd
Level: Water BreathingD, Insect SwarmD
4th:
Level: Insect Plague, Polymorph Self* (aquatic animal forms only)
Finnish Wizard-Warriors
Not only do their
shamans practice magic, but Finnish wizard-warriors have been known to do so as well.
In the tradition of Vainamoinen and Lemminkainen, they can:
- Wield any weapon, have a fighter’s hit die, and may don chainmail armor
and shields or lighter.
- May commune, but only at one type of place (field, graveyard, forest, mountain, sauna,
or water - determined at character creation) and can only cast
1 spell per day per level.
- Can otherwise cast spells and save like Finnish shamans do and can even
benefit from communing at their type of place each day (see Finnish Shamanism in
Part I).
For example, a
Finnish Sauna wizard-warrior can commune at a sauna or similar place each day to gain either a +6
Charisma bonus when dealing with Finns (and similar types) or ignore
temperature extremes for 2d6 turns. He also only works with Sauna spirits when
it comes to healing, divine tests, and gaining extra spells.
Mve: 40’; AC 6; HD:
1+2; Attk: 1; Dmg: by weapon; SP: limited Finnish shaman abilities; Sve: C1;
Mor: 9; Align: N
Next week: We find out about a tyrannical demon lord: Uncle
Steel Dwarf!