Visualizzazione post con etichetta Spiriti dello Sciamano. Mostra tutti i post
Visualizzazione post con etichetta Spiriti dello Sciamano. Mostra tutti i post

sabato 28 marzo 2026

Mythic Dragon Spirit

A mythic version of a spirit created by me in a previous post.

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Mythic Dragon Spirit


Mythic Spirit


Manifestation: All spells that the shaman casts with an energy descriptor matching her energy type are modified by Flaring Spell (fire or electricity), Rime Spell (cold), or Toxic Spell (acid). This doesn’t increase the spells’ level or casting time.


Mythic Spirit Animal: The spirit animal gains the draconic template.


Mythic Spirit Hexes


Draconic Essence: The shaman gains Mythic Draconic Manifestation as a bonus mythic feat. She also can roll each Intimidate skill check twice and keep the best result.


Dragon Magic: The shaman may cast spells she gains access to with this revelation as if they were on her spirit magic spells list.


Dragon Senses: The shaman adds 60 ft. to her darkvision or blindsense range. At 15th level, the shaman gains blindsight with a range of 30 ft. If she already has blindsight, she instead increases its range by 30 ft.


Dragon Tail: The shaman’s tail becomes a full-fledged secondary natural weapon, granting her an additional attack per round. The shaman suffers a -5 penalty on attacks roll with her tail, but adds 1-½ her Strength bonus to the damage dealt with it.

domenica 8 marzo 2026

New Shaman Spirit: Dragon

To complement the Dragon oracle mystery!

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Dragon

A shaman who selects the dragon spirit is tall and imposing, with a hair and eye color matching the dragon type she identifies with. Little scales of the same color can be seen in some parts of her body. When she calls upon one of her spirit’s abilities, her eyes glow bright and her voice sounds hoarse and rumbling.

Upon selecting this spirit, the shaman must select an energy type (acid, cold, electricity, or fire) to be her associated element, which impacts her spirit powers and spirit hexes. A shaman must have the Dragon spirit as her primary spirit in order to qualify for the Dragon ApostleBL5 prestige archetype.

Bonus Spells: cause fear (2nd), resist energy (4th), fly (6th), fear (8th), spell resistance (10th), antimagic field (12th), true seeing (14th), form of the dragon III* (16th), overwhelming presenceUM (18th).

Hexes: A shaman who chooses the Dragon spirit can select from the following hexes.

Draconic Essence (Ex): The shaman gains Draconic ManifestationLoD as a bonus feat and a +4 insight bonus on Intimidate checks. She can use Draconic ManifestationLoD when using her dragon claws spirit power in the same way as a sorcerer with the draconic bloodline.

Draconic Majesty (Su): As a swift action, the shaman can manifest an aura of draconic might around herself. Enemies within 30 feet who can see the shaman when she activates this ability must attempt a Will save. Success means that the creature is immune to this ability for the following 24 hours. On a failed save, the opponent is shaken for 1d6 rounds. This is a mind-affecting fear effect. The shaman can use this ability three times per day, but she must wait 1d4+1 rounds between each use.

Dragon Magic (Su): The shaman can add a number of spells with the draconicLoD descriptor or with “dragon” in their name equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have a Charisma score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Charisma. When she casts these spells, they are always treated as divine. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new dragon magic spell.

Dragon Senses (Ex): The shaman’s senses take on a keen draconic edge. She gains either darkvision with a range of 60 feet or low-light vision. At 5th level, the shaman can select darkvision with a range of 60 feet or low-light vision if she does not yet have both, or she can add 60 feet to the range of her darkvision. At 11th level, the shaman gains blindsense with a range of 30 feet. If she already has blindsense, the shaman instead increases its range by 30 feet. At 15th level, the shaman gains either the scent ability or a +4 bonus on Perception checks.

Dragon’s Tail (Ex): The shaman can grow a scaly tail. This tail can be used only to make attacks of opportunity, but it allows the shaman to make one additional attack of opportunity each round. This tail attack deals an amount of bludgeoning damage equal to 1d8 (1d6 if the shaman is Small) + the shaman’s Strength modifier. At 10th level, the shaman can attempt a free trip combat maneuver check against any creature damaged by her tail attack. This does not provoke an attack of opportunity.

Spirit Animal: The shaman’s spirit animal has patches of colored scales on its body and a vaguely draconic aspect. Any touch attacks against the animal are resolved against its normal AC.

Spirit Ability: A shaman who chooses the Dragon spirit as her spirit or wandering spirit gains the following ability.

Dragon Claws (Su): The shaman can grow claws as a free action. These claws are treated as natural weapons, allowing her to perform two claw attacks as a full attack action using her full base attack bonus. Each of these attacks deals an amount of slashing damage equal to 1d4 (1d3 if the shaman is Small) + the shaman’s Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage die increases by 1 step, to deal an amount of slashing damage equal to 1d6 (1d4 if the shaman is Small) + the shaman’s Strength modifier. At 11th level, these claws deal an additional 1d6 points of damage of the shaman’s chosen energy type on a successful hit. The shaman can use these claws for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

Greater Spirit Ability: A shaman who chooses the Dragon spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Breath Weapon (Su): The shaman gains resistance 5 to her energy type. In addition, she gains a breath weapon dealing 1d6 points of damage of her energy type per 2 shaman levels she possesses (minimum 1d6; Reflex half). The shape of the breath weapon is either a 30-foot cone or a 60- foot line, selected when gaining this power. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

True Spirit Ability: A shaman who chooses the Dragon spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Form of the Dragon (Su): The shaman’s kinship with dragonkind allows her to take on the form of a dragon. As a standard action once per day, the shaman can assume the form of a Large dragon, as per form of the dragon II*, with a duration of 10 minutes per oracle level. The shaman can instead have this ability function as per form of the dragon I*; if she does, the duration is 1 hour per level.

Manifestation: Upon reaching 20th level, the shaman’s draconic destiny unfolds. She gains immunity to paralysis, sleep, and damage of her energy type. The shaman counts as a dragon for the purposes of spells and magical effects. She can use her breath weapon an unlimited number of times per day, though no more often than once every 1d4+1 rounds. In addition, when using the form of the dragon power, the shaman can assume the form of a Huge dragon, as per form of the dragon III*.


* With the GM’s permission, a shaman can replace these spells with the equivalent version of an alternative form of the dragon spell. Once made, this choice cannot be changed.

mercoledì 12 novembre 2025

Mythic Whimsy Spirit

Here’s an integration to the mythic shaman spirits found in the Mythic Character Codex. Mythic shaman spirits are available to mythic shaman who choose the Mythic Spirit (Power) ability.

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Mythic Whimsy Spirit


Mythic Spirit


Capricious Misdirection: This ability now functions as mythic misdirection.


Assumed Form: The shaman’s shapeshifting functions now as mythic alter self.


Manifestation: The shaman can cast fey boon or fey blight as a free action once per hour. She can select one different boon or blight each time she casts the spell. No individual creature can be targeted by either spell more than once per 24 hours.


Mythic Spirit Animal: The spirit animal can use mythic disguise self as will.


Mythic Spirit Hexes


Fey Sight (Whimsy): The range of the fey sight increases to 120 feet. At 7th level, this ability also functions as mythic see invisibility.


Fey Summons (Whimsy): One creature summoned by the shaman is a 1st-tier mythic creature with the trickster path.


Flicker (Whimsy): This ability now functions as mythic invisibility.

mercoledì 30 giugno 2021

Shaman Spirit Specialization: Juju

 It’s just me, or it’s not fair that a shaman cannot be a lord of undead? Let’s rectify that.

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Spirit Specialization: Juju

Associated Spirit: Bones

Spirit Magic Spells: command undead (2nd), create undead (6th), create greater undead (8th)

Replacement Hex: The following bone spirit hexes replace the bone lock and deathly being hexes that a shaman can select from the bones spirit.

False Death (Su): Any creature under the effect of a spell with charm or dominate in its name that the shaman casts appears dead to any examiners. Although affected creatures do not detect as undead, they look pale and death-like while under the effects of the shaman’s magic, and are treated as undead for the purpose of being affected by other spells or effects. Additionally, an affected creature ordered to lie still gains a +20 circumstance bonus on Disguise skill checks to look like a corpse.

Spirit Vessels (Su): When using the animate dead spell, the shaman can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies the shaman creates using animate dead, create undead, or similar spells possess maximum hit points.

Spirit Ability: The following spirit ability replaces the touch of the grave ability of the bones spirit.

Undead Servitude (Su): The shaman gains Command Undead as a bonus feat and can channel negative energy a number of times per day equal to 3 + her Charisma modifier, but only to use Command Undead. The shaman can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.

domenica 17 maggio 2020

Occult Shaman Spirit

Another missing shaman spirit. I rather like doing these.
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Occult Spirit
A shaman who selects the occult spirit is often pale, with sunken-in eyes and an eldritch look and smile. Her hair may fluctuate around her, and when she invokes her spirit’s powers faint ectoplasmic tendrils or spectral outlines dance behind her shoulders.
Spirit Magic Spells: unseen servant (1st), spectral hand (2th), clairaudience/clairvoyance (3rd), scrying (4th), contact other plane (5th), project image (6th), vision (7th), moment of prescience (8th), astral projection (9th).
Hexes: A shaman who chooses the Occult spirit can select from the following hexes.
Confusion Curse (Ex): The shaman’s connection with occult forces can cause weaker minds to become mired in confusion. The shaman chooses a single intelligent target within 30 feet. That creature must succeed at a Will saving throw or become confused for a number of rounds equal to the shaman’s Charisma modifier (minimum 1). Once affected by this hex, the creature cannot be the target of this hex again for 24 hours.
Ectoplasmic Armor (Su): The shaman can conjure an armor made of ectoplasm that grants her a +4 armor bonus to AC. In addition, this armor functions as if it had the ghost touch special ability. At 7th level and every 4 levels thereafter, the armor bonus increases by 2. The shaman can use this armor for 1 hour per day per level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Mental Bond (Sp): The shaman can touch a creature and mentally communicate with it, as telepathic bond, for a number of minutes equal to ½ her shaman level (minimum 1). A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Occult Manipulation (Ex): The shaman gains Amateur Occultist as a bonus feat. She uses her spirit animal as an implement, when it is in object form.
Psychic Development (Su): The shaman’s contact with occult forces grants her the ability to tap into psychic magic. The shaman can add a number of spells from the psychic spell list equal to her Charisma modifier (minimum 1) to her spell list. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than psychic. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the psychic spell list.
Spirit Animal: The shaman’s spirit animal has strange, mesmerizing eyes of an unusual shape and color, and its fur always stands. The animal can transform at will into an object suitable to be an occultist’s implement.
Spirit Ability: A shaman who chooses the Occult spirit as her spirit or wandering spirit gains the following ability.
Phantom Touch (Su): As a standard action, the shaman can perform a melee touch attack that causes a living creature to become shaken. This ability lasts for a number of rounds equal to ½ her level (minimum 1 round). The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 5th level, the target instead becomes frightened, and at 7th level, the target becomes panicked.
Greater Spirit Ability: A shaman who chooses the Occult spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Sure Soul (Su): Because of the shaman’s experience with possessing spirits, she gains a +2 insight bonus on saving throws against possession effects such as magic jar, a ghost’s malevolence ability, or domination effects, death effects and mind-affecting effects. At 11th level, the bonus increases to +4.
True Spirit Ability: A shaman who chooses the Occult spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Project Psyche (Su): The shaman can project her psyche into another vessel. Once per day, she can possess another creature as if using the magic jar spell, though this does not require a receptacle. The shaman must be adjacent to the target creature, which receives a Will save against the effect.
Manifestation: Upon reaching 20th level, the shaman becomes one with the spirits. She becomes immune to death effects, exhaustion, fatigue, nausea, negative levels, and the sickened condition. She can cast astral projection and true seeing once per day as spell-like abilities without requiring material components. Should the shaman die, she rises again 2d4 days later as a ghost.

sabato 16 maggio 2020

Reaper Shaman Spirit

This is a shaman spirit that was missing in Paizo books. It could also have been useful to stat Susan Death.
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Reaper Spirit
A shaman who selects the reaper spirit appears skinny and gaunt, with white skin, white hair and eyes strangely sunken and circled of dark. Her voice may be booming with a sense of doom or low and raucous like sandpaper.

Spirit Magic Spells: chill touch (1st), calm spirit (2nd), sands of time (3rd), purge spirit (4th), slay living (5th), undeath to death (6th), destruction (7th), horrid withering (8th), wail of the banshee (9th).

Hexes: A shaman who chooses the Reaper spirit can select from the following hexes.

Death's Embrace (Su): The shaman gains Improved Grapple as a bonus feat, even if she does not meet its prerequisites. Once per round when the shaman succeeds at a grapple combat maneuver check, she can deal 1d6 points of negative energy damage to the target of her grapple. This damage increases by 1d6 at 5th level and every 5 levels thereafter, to a maximum of 5d6 at 20th level.

Life Sight (Ex): The shaman can see the states of life, death, and general health of those around her. When she uses this ability, she can tell whether or not creatures within 30 feet of her that she can see are living, wounded, dying, or dead. She can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned, sickened or staggered. At 12th level, when using life sight she is able to sense all nearby living creatures; this functions similar to blindsight, but only for living creatures within 30 feet of her. At 20th level, the radius of this ability increases to 60 feet. The shaman can use life sight a number of rounds per day equal to her shaman level, but these rounds do not need to consecutive.

Moral Crisis (Su): As a standard action, the shaman can target a living creature within 30 feet of her, reminding it of its moral failings. The target must succeed at a Will save or be staggered for a number of rounds equal to the shaman’s level. The target can attempt a new saving throw at the end of each of its turns to end this effect. This is a mind-affecting emotion effect. A creature affected by this hex cannot be affected by it again for 24 hours.

Rest In Peace (Sp): By touching a creature, the shaman makes its repose more fruitful and refreshing. This works as gentle repose on corpses and restful sleep on living creatures. Both effects last 1 day. A creature affected by this hex cannot be affected by it again for 24 hours.

Ward of Oblivion (Su): A shaman touches a willing creature (including herself ) and grants a ward of oblivion. For a number of rounds equal to the shaman’s level, no creature can perceive the target unless it succeeds at a Perception skill check. At 8th level, the ward lasts for 1 minute. At 16th level, the ward lasts for 1 hour. Once the ward of oblivion ends, the creature cannot be the target of the hex again for 24 hours.

Spirit Animal: The shaman’s spirit animal appears mostly devoid of color and faintly glowing, as an otherworldly vision. The creature gains spiritsense in a 60 ft. radius, as the psychopomp ability.

Spirit Ability: A shaman who chooses the Reaper spirit as her spirit or wandering spirit gains the following ability.

Voice of Doom (Su): As a standard action, the shaman can speak with the authority of inevitable doom, dealing 1d4 points of sonic damage + 1 for every 2 shaman levels she possesses to one creature within 30 feet. A creature failing its saving throw is also shaken for 1 round. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon that the shaman wields is treated as a disruption weapon.

Greater Spirit Ability: A shaman who chooses the Reaper spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Pale Horse (Sp): The shaman can summon a phantom steed, as the spell, to serve her for a number of hours per day equal to her shaman level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

True Spirit Ability: A shaman who chooses the Reaper spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Obliterate Memory (Sp): As a standard action, twice per day, the shaman can target a creature within 30 feet and eliminate all memory of an event the target experienced, as modify memory. A target can attempt a Will save to negate this effect. In addition, the shaman can cause an account of the memory erased by this ability to appear on a blank page of any book she is carrying.

Manifestation: Upon 20th level, the shaman becomes a true reaper of death: no soul can escape her sight,while she escapes the sight of everyone. She automatically confirm critical hits and creatures automatically fail Fortitude saves against her coup de grace attempts. In addition, she can cast impenetrable veil on herself only once per day as a spell-like ability.

mercoledì 13 maggio 2020

Passion Spirit (from Everybody Games)

A while ago, I co-authored the Book of Passion for Misfit Studios, that featured, among the other things, a Passion oracle mystery and shaman spirit. But I also created a different Passion mystery for Everybody Games, and that one was not made into a spirit. So... now it has.
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Passion Spirit

A shaman who selects the passion spirit shows supernatural beauty, youth and grace. Her voice is soothing and enticing, her eyes sparkle, and her skin is always soft and smooth, almost glowing when she invokes one of her spirit’s abilities.

Spirit Magic Spells: charm person (1st), reckless infatuation (2nd), mantle of calm (3rd), matchmaker (4th), serenity (5th), symbol of persuasion (6th), waves of ecstasy (7th), symbol of debauchery (8th), overwhelming presence (18th).

Hexes: A shaman who chooses the Passion spirit can select from the following hexes.

Curse of Infatuation (Su): The shaman causes one creature within 30 feet to feel an unquenchable desire for another real or imaginary creature. The object of desire has not to be present for the curse to have effect. The victim can’t think of nothing else but its acute yearning, crying and uttering love oaths, being effectively stunned for a number of rounds equal to the shaman’s level.

Desire Sight (Sp): As a standard action, the shaman can learn the desires of any creature she can see within 100 feet, as if she had concentrated until the third round of detect desires. The shaman can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Love Token (Su): Once per day the shaman can exchange gifts with one willing creature, bonding their souls together. These gifts must be paired, such as exchanging rings, flowers, or earrings. While the shaman and the other creature are both wearing these gifts, the shaman can concentrate on the subject as a full-round action to learn the creature’s direction and relative distance from her, provided both are on the same plane. The shaman may have only one love token active at a time.

Shield of Splendor (Su): The shaman’s beauty radiates in the form of a palpable shield that protects her from harm. The shaman adds her Charisma modifier (instead of her Dexterity modifier) to her Armor Class and CMD. Any condition that would cause the shaman to lose or be denied her Dexterity bonus to Armor Class instead causes her to lose her Charisma bonus, and any armor she wears inhibits the number of points of Charisma that the shaman can add to her Armor Class instead of her Dexterity.

Universal Fascination (Su): The shaman chooses one creature type of subtype from the ranger’s list of favored enemies. Any charm and compulsion spells the shaman knows that normally affect a type of creature only can now affect the chosen creatures. At 7th level and every 4 levels thereafter, the shaman can select another type or subtype of creature to affect with her enchantments.

Spirit Animal: The shaman’s spirit animal looks like a perfect specimen of its species, with lustrous fur or feathers, gleaming eyes and a soft, captivating voice. The animal gains Diplomacy as a class skill and can use the hypnotism occult skill unlock as if it had the Psychic Sensitivity feat.

Spirit Ability: A shaman who chooses the Passion spirit as her spirit or wandering spirit gains the following ability.

Burst of Passion (Su): The shaman uses positive or negative energy to incite emotions in others. Whenever the shaman casts a cure spell, she can add the effects of one mercy of her choice among those available to a 3rd-level paladin to the spell. Whenever the shaman casts an inflict spell, she can add the effects of one cruelty of her choice among the ones available to a 3rd-level antipaladin to the spell. At 8th level and then at 12th level, the shaman can select another mercy or cruelty, as a paladin or antipaladin of her shaman level.

Greater Spirit Ability: A shaman who chooses the Passion spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Unwavering Love (Su): The shaman gains a +3 insight bonus on saves against charm and compulsion spells and effects. In addition, as a standard action she can radiate a rosy-gold aura of supernatural beauty in a 10-foot radius. Opponents attempting to directly attack the shaman must succeed on a Will save or be unable to follow through with the attack, functioning as sanctuary. Additionally, any creature who is (or could be) romantically or sexually attracted to the shaman must make a Will save each round that it begins its turn within 10 feet of her or become fascinated by her beauty for 1 round. This effect lasts 1 minute.The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

True Spirit Ability: A shaman who chooses the Passion spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Incarnation of Love (Sp): Once per day, the shaman can assume an exalted and perfect form for a number of rounds equal to her shaman level. This works as greater angelic aspect, regardless of the shaman’s level (an evil shaman would be protected against good rather than evil). Furthermore, the shaman gains a +2 bonus on Charisma for the effect’s duration.

Manifestation: Upon reaching 20th level, the shaman transforms into love personified. Her type changes to outsider (augmented) and she gains DR 10/magic and cold iron. The shaman retains all subtypes she previously possessed, and can still be brought back from the dead as if she were a member of her previous creature type. Furthermore, the shaman gains immunity to age effects that she is not a willing target of, and gains greater age resistance as a constant spell-like ability. At will, the shaman can transform into an idealized version of herself, functioning as threefold aspect except all bonuses gained are sacred or profane bonuses (depending on the shaman’s alignment), and the shaman does not take any penalties from the spell’s effect. Finally, the shaman can designate a number of creatures up to her Charisma bonus that she shares a mutual and willing platonic or romantic relationship with. Designated creatures gain all of the benefits of this manifestation except the DR. The shaman can end this effect for a given creature as a free action, but only if that creature defaces their mutual relationship.