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==Shamanic Abilities and Spells== *'''Merryn''': '''Int 15''' Pow '''15''' *'''Fetch:''' Little Brother (Merynn) '''Int 14''' Pow '''16''' *'''Short sword''' (power spirit binding matrix), 15 POW power spirit bound. *'''Copper Arrowhead''' (Magic spirit binding matrix). '''Fox''' '''Int 12''' pow 15 Magic spirit *'''Copper Ring'''(Magic spirit binding matrix).'''Mist''' INT '''11''' POW 16 Spirit Screen 11 Magic spirit *'''Leather Bracers'''(Intellect and 2 Power Spirit Bindings) Int 6, Pow 15 and Pow 9. *'''Taker''' Composite bow. Full Str mod, Repair 2 and Speedart matrix, 5mp dedicated storage. '''Elementals''' **'''Green Copper Cube'''(Elemental binding matrix). Gnome. STR 59, SIZ 6 cubic meters, POW 21, HP 78, Move 1, Damage Bonus 9d6. **Can attack 60 SIZ at a time, if adjacent. Damage is 9d6 per round to each hit location. *'''Red Chert Arrowhead (Elemental binding) Salamander. *'''Plain Bronze Ring''' **Shade: STR 21 SIZ 5 m^3 POW 18 HP 17 Move 6 **Undine: STR 44 SIZ 5 m^3 POW 18 HP 46 Move 6/2 **Sylph: STR 35 SIZ 5 m^3 POW 15 HP 17 Move 10 '''Spirit Magic''' '''Merryn''' *Binding enchantment 3 *Summon Spell spirit 1 *Control Power Spirit 1 *Control Magic Spirit 1 *Control Earth Elemental 1 *Control Fire elemental 1 *River Eyes (2) *Multimissile 4 *Light (1) Merynn (Fetch) *Countermagic 6 *Protection 6 *Disruption (1) *Ignite (1) Magic Spirit (Desert Fox Spirit) *Detect Life (1) *Detect Traps (1) *Dispel magic 6 *Befuddle (2) *Farsee 2 Magic Spirit (Mist spirit) *Spirit Screen 11(!) Intellect Spirit *Fireblade (4) *Firearrow (2) '''Divine Spells''' *From Great Hunter *Sureshot (used) *Shield 1 *Sanctify(Hunter) *From Green Man *Earthpower 0 '''Fetch Abilities''' *You and fetch can cast each other's spells, so long as you're in contact. That will only fail if one of the two of you is unconscious. *Fetches MP are added to yours for defending against incoming magic. *Outgoing magic from either of you is powered strictly by your own on MP. *Fetch's MP are added to your for defense in spirit combat, though not for offense. *Fetch can initiate spirit combat against spirits. *Fetch can hold a spirit for use. It loses control if the fetch's MP ever go below the spirits. *Fetch has a constant 5% chance of a Pow gain roll. *Your fetch can acquire some divine magic too, though this depends. '''Shamanic Abilities''' *Spirit Sight: A shaman sees the auras of those around them constantly. *Fetishes: You can build them and load them with spirits for others to use. It costs 1 point of POW to build the binding. *Discorporation: you can do this and wander around the spirit plane. Your fetch stays behind to watch over and protect your body. *POW increases: Your max power is 25 now, and you chance of increase is determined appropriately. *Divine magic: you can sacrifice for this from any friendly/neutral spirits. (Generally, you can't work this with a couple of mutually hostile spirits.) '''Spirit binding''' *You create an item: enchant item spell = fetish. It cost a point of POW. That creates the binding enchantment. Then you go find a spirit and stuff it into the fetish. *Those held by the fetch aren't bound. They cost you nothing other than temporarily not having the MP available. This is generally a short-term solution for a 1-off deal. Otherwise, bind them.
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