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REALMS: Shaman 7 Replacement 2007 v1

Along the same vein as the Create Soldier here is another re-write this time for Shaman Tranformation.

Transformation (Shaman 7)
Uses: 1

The shaman releases their inner nature. The effect is a transformation.
Each individual shaman may have a different form, but that form is consistent to the shaman (i.e. Matt’s altered form is different than Sally’s, but Matt’s altered form is always the same any time he shifts to it…).
A complete description of the altered form, including advantages and disadvantages must be in the spell description of the casters spellbook. The shaman must alter his appearance when in the transformed state. He must wear a different tabard, makeup, prosthetics, mask, or some other major signifying indicator that he is “not quite right;” details should also be listed in the spellcaster’s spellbook.

Spellcasters under the effects of the Transformation spell are not considered to be enchanted beings unless someone enchants them, or they take an advantage that states such (see below). Spellcasters under the effects of the Transformation spell can be enchanted, but the enchantments do not carry over if the spellcaster reverts to his common form. Likewise, if the spellcaster is enchanted and then uses the Transformation spell, the enchantments do not carry over to the altered form, but will resume after the shaman reverts to his common form.

All altered forms have the following advantages/disadvantages:
• Has the use of florentine matched length claws, 18″ maximum. Cannot use any other weapons. Cannot use or manipulate anything except with those claws (after all, they’re the end of your hands). These claws do not break the casters weapon length restriction.
• The claws are physical representations for the spell, and are not really there until the spell is cast. They cannot be used by anyone other than the spellcaster, and he may only use them when under the effects of the spell. The claws must be clearly labeled with the phrase “Transformation Claws,” and the spellcaster’s name. Furthermore they are unbreakable and immune to the effect of a boulder, though the caster is killed as normal if struck in the claws.
• Cannot use any spells while in altered form.
• The spellcaster may revert back to his common form, ending the spell, at any time.

A Shaman may take disadvantages totaling up to 4 points to construct his altered form. Unless stated otherwise each disadvantage can only be taken once:
• Enchanted: 1 point. Altered form is considered an enchanted being.
• Vulnerability to Silver Weapons: 1 point. Any Silver weapon is considered to be armor piercing if it strikes you.
• Involuntary Shifting: 1 point. The Shaman is required to stay in their altered form until the end of the event or the next spell reset at EH/MM’s discretion.
• Light Sensitivity: 1 point. The Shaman while in altered form does not like bright light sources (sunlight, flashpots, light spells) and will avoid them fleeing in the opposite direction if need be, or staying in the shadows during the day.
• Blood Frenzy: 2 point. The smell of blood (people dying or losing limbs) with in 20 feet of the shaman sends them into an uncontrollable blood frenzy killing everything and everyone around them, including friends.
• Involuntary recipient: 2 points. Cannot use potions or have potions used on Shaman while in Altered form.
• Brittle Bone: 2 points. The altered forms claws are weaker then usual, and subject to breakage as per normal weapons.
A Shaman gets 5 points to spend on their altered form. The may also spend points gained from their disadvantages on the following abilities:
• Multiple Forms: 1 point per form. Allows the spell caster to have more then one “Altered Form” recorded in their spell book they can choose from.
• Natural Armor: 1-point per point of body armor. Each point covers every hit location. Up to 2 points of armor may be purchased. Armor may be repaired by casting Repair Item on each section of armor. Cannot be used in conjunction with Regenerating Armor.
• Regenerating Armor: 3 points per single point of body armor. Up to 2 points of armor may be purchased. The spellcaster must lie on his back without attacking. Once so positioned, the altered form’s armor regenerates 1 point to one hit location damaged for every 10 seconds the spellcaster remains still (repairing every hit location once would take 70 seconds, while repairing 2 points to every location would take 140 seconds). The spellcaster cannot choose to regenerate only one area to full, then go back to combat, but must take the time to repair all the armor damaged before resuming combat. Cannot be used in conjunction with Natural Armor. Taking this ability makes the Shaman considered an enchanted being.
• Extra Lives: 2 points for 1 use. All of the Shaman’s limbs regenerate after 30 seconds as an unlimited effect. Cannot be in combat while healing limbs in this fashion. Shaman regenerates from death once in 200 seconds. 1 pt for each additional extra life beyond the first. Taking this ability makes the Shaman considered an enchanted being.
• Pack Runt: 2 points One of your claws is shorter then the other. For each 2 inches you reduce one claw length, you may increase the other by 1 inch. (minimum weapon length 18”, maximum weapon length 3’6”)
• 1 point for 2’ florentine claws (increased from 18″)
• 2 points for 2’6″ florentine claws (increased from 18″)
• 3 points for 3′ florentine claws (increased from 18″)
• 4 points for 3’6″ florentine claws (increased from 18”)
• Poison Weapons: 4 points. The caster may call, “poison” each time they swing their claws.
• Heartiness as per the spell: 1 point
• Death Watch as the per spell : 2 points Taking this ability makes the Shaman considered an enchanted being.
• Armor-Piercing Weapons: 6 points. The caster may call “Armor-piercing” each time they swing their claws.

Also see the Regeneration Caveat

The thread discussing this can be found here at Realmsboard.net