0 - LEVEL SPELLS
Orisons
Create Water - As per Druid.
Cure Spirits Minor Wounds - Cures 1d3 points of damage to a Spirit.
Detect Poison - As per Druid.
Detect Spirits - Detects Spirits and also spirits trapped within Magic Items.
Guidance - As per Druid.
Light - As per Druid.
Purify Food and Drink - As per Druid.
Read Magic - As per Druid.
Resistance - As per Druid.
Virtue - As per Druid.
1st - LEVEL SPELLS
Calm Animals - As per Druid.
Cure Spirits Light Wounds - Cures 1d8 +1 / level (max +5) points of damage
to a Spirit.
Detect Animals or Plants - As per Druid.
Endure Elements - As per Druid.
Summon Spirit I - As per Summon Monster but on Spirits.
2nd - LEVEL
SPELLS
Animal Messenger - As per Druid.
Hold Animal - As per Druid.
Cure Spirits Moderate Wounds - Cures 2d8 +1 / level (max +10) points
of damage to a Spirit.
Barkskin - As per Druid.
Circle of Protection from Spirits - As per Cleric.
Casting Out - See below.
Create Spirit Knife - See below.
Summon Spirit II - As per Summon Monster but on Spirits.
Sense Nature of Spirit - See below.
Spirit of the Bear - As per Cleric's Bull Strength.
Spirit of the Cat - As per Sorcerer's Cat's Grace.
3rd - LEVEL SPELLS
Dominate Animal - As per Druid.
Contagion - As per Cleric.
Cure Spirits Serious Wounds - Cures 3d8 +1 / level (max +15) points of
damage to a Spirit.
Poison - As per Druid.
Remove Disease - As per Druid.
Summon Spirit III - As per Summon Monster but on Spirits.
Walk Among the Beasts - See below.
Plant Growth - As per Druid.
Spirit of the Snake - As per Cleric's Bull Strength but affects Charisma
instead, doesn't grant more spell slots..
4th - LEVEL SPELLS
Repel Vermin - As per Druid.
Cure Spirits Critical Wounds - Cures 4d8 +1 / level (max +20) points
of damage to a Spirit.
Divination - As per Cleric.
Extract Spirit - See below.
Summon Spirit IV - As per Summon Monster but on Spirits.
Spirit of the Wolf - See below.
5th - LEVEL SPELLS
Spirit Healing Circle - Cures 1d8 +1 / level points of damage to Spirits
in all directions.
Charm Spirit - As per Charm Person but for Spirits.
Hold Spirit - As Clerics Hold Person but on Spirits.
Summon Spirit V - As per Summon Monster but on Spirits.
Flame Strike - As per Cleric.
Spirit of the Ox - As per Cleric's Bull
Strength but affects Constitution instead..
6th - LEVEL SPELLS
Summon Spirit VII - As per Summon Monster but on Spirits.
Spirit Heal - Completely heals a Spirit.
7th - LEVEL SPELLS
Control Weather - As per Druid.
Control Winds - As per Druid.
Summon Spirit VII - As per Summon Monster but on Spirits.
Spirit of the Cheetah - See below.
8th - LEVEL SPELLS
Word of Recall - As per Druid.
Summon Spirit VIII - As per Summon Monster but on Spirits.
Mass Spirit Heal - As with Spirit Heal but with multiple subjects.
9th - LEVEL SPELLS
Earthquake - As per Druid.
Summon Spirit IX - As per Summon Monster but on Spirits.
Spirit of the Avatar - As per Cleric's Bull Strength,
but affects all attributes, spell slots are not granted due to this bonus.
Casting Out (Summoning)
Target - Creature touched.
Duration - Instantaneous.
Range - Touch.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - Will negates.
Spell Resistance - No.
When Casting this spell, the Shaman targets a possessed creature and forces
the spirit out of the body, once the spirit is forced out it cannot return to
that body.
Create Spirit Knife
(Summoning)
Target - Dagger or Knife.
Duration - Permanent.
Range - Touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Will Negates.
Spell Resistance - Yes.
When Casting this spell, the Shaman targets a small flittering spirit and binds
it into the vessel of a dagger or knife, this binding is permanent and will
allow the knife to hit and damage spirits that would normally not be affected
by ordinary weapons. Material component needed is a knife or dagger.
Spirit of the Wolf
(Summoning)
Target - Creature touched.
Duration - 1 hour / level.
Range - Touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Will negates.
Spell Resistance - No.
When Casting this spell, the Shaman increases the base movement of a creature
by double for the duration of the spell. Material component needed is a small
wolf fang or patch of wolf fur.
Spirit of the Cheetah
(Summoning)
Target - Creature touched.
Duration - 1 turn / level.
Range - Touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Will negates.
Spell Resistance - No.
When Casting this spell, the Shaman increases the base movement of a creature
by quadruple for the duration of the spell. Material component needed is a patch
of cheetah fur.
Sense Nature of Spirit
(Divination)
Target - Spirit.
Duration - Instantaneous.
Range - Close.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - Will negates.
Spell Resistance - Yes.
When Casting this spell, the Shaman determines the alignment and main purpose
of the spirit.