Shamans

It is said that when the gods created the world, they gently blew life into it, awakening the conscience in every piece of their work. Trees, rocks, rivers, fire, wind, mountains... all of them received the holy breath, and all of them worshipped the gods before the first race set foot on the face of the world. They were the animae, the souls of all things: the spirits. These beings are the heart of Creation, overseeing the turning of the seasons, the cycle of predator and prey and even the falling of each flake of snow. This first age was a paradise, but when the gods had set the stage for their mortal children, the spirits lost their place as the inhabitants of the world.
 

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Shamans

Mongoose's Encyclopaedia Arcane series introduced a variety of new options for arcane spellcasters in d20 system fantasy games. It would only stand to reason that should such a volume cover divine magic, it would be called the Encyclopaedia Divine. And so it it. Encyclopaedia Divine: Shamans is the first such book, covering the topic of shamanism in the d20 system.

Of course, the astute shopper will be aware of the fact that there is already one book out there that covers shamanism as a variant of divine magic: Green Ronin's Shaman's Handbook. Some comparisons to that volume are unavoidable.

A First Look

Shamans is a 64 page perfect-bound softcover book priced at $14.95. This is in line with the Encyclopeadia Arcane series.

The cover is color, with grey celtic knot patterns as a border. The front cover depicts a man in native American looking garb and a drum dancing near rune covered stones.

The interior is black and white and has overall fairly good illustrations. Danilo Moretti, Marcio Fiorito, and Renato Guedes seem to be the standout artists in this book.

The book uses the mid-sized body text and large header fonts typical of Mongoose books.

A Deeper Look

The central aspect of Shamans is the shaman core class. The shaman is a divine spellcaster, but like the sorcerer casts spells spontaneously and uses charisma as the casting ability score. However, the shaman does not have a spell list per se.

Instead, the shaman has a number of spirit allies, starting at first level with 3 allies plus their charisma modifier. Each spirit ally is associated with a domain, much like a clerical domain. In addition, each spirit can have a number of additional spells. The shaman can cast spells made available by the spirit allies.

Unlike clerics, a shaman does not get extra domain spells and have limited access to domain abilities. Each day, the shaman may select a number of domains equal to their wisdom modifier from those made available by her spirit allies. However, the shaman may attempt to invoke abilities of other spirits, but such takes a skill check based on her perform (rituals) skill.

As the shaman gains levels, she may gain additional spirit allies by performing rites. There is a maximum amount of allies dictated by the shaman's level.

In addition to the shaman's spirit allies, the shaman receives a guardian spirit. The guardian spirit is in many ways like the spirit allies, but they are similar to familiars in that they grant a bonus and advance much like a sorcerer or wizard's familiar. The guardian spirit eventually gains the ability to bestow a number of boons on the shaman, including use of skills and even ability to take the spirit's form similar to wild shape.

As the shaman gains level, she learns additional feats and the ability to perform certain rites. The rites are all based on the shaman's perform (rituals) skill. These rituals allow the shaman to gain new spirit allies as well as emulate certain spells. For example, a rite to apologize to the spirits acts much like an atonement spell, and rites can be used to curse one's enemies.

There are three new prestige classes detailed in the book.

The touched is a character who did not willingly answer the call of the spirits. The touched gains spellcasting similar to a shaman. The touched is subject to geases from his spirit allies, and the touched has difficulty gaining levels in other classes. However, the touched character can see spirits, receive guidance from the spirits, and receive bestowed abilities similar to a shaman's guardian spirit.

The spirit warrior is a more combative character that speaks with the spirits. The spirit warrior receives some shaman abilities like spellcasting, but in combat can receive inspiration that guides their weapon in combat, allowing the shaman to ignore some concealment penalties.

The whisperer of ghosts is a shaman that deals with undead. She helps guide the restless dead to their proper place. The whisperer of ghosts can turn or rebuke undead similar to clerics, can see spirits on the ethereal plane, and has the ability to call back memories of an undead creatures life with verying effects.

A section entitled secrets of the craft describe feats and skills for shamans. The section provides some new uses for old skills, such as using concentration skill to enter a trance or using diplomacy to deal with spirits. The section also introduces new knowledge skills (spirits, spirit world, and herbalism), a new perform specialty (rituals), and profession (apothecary).

Many of the new feats are spirit feats; spirit feats require the character have the ability to see into the spirit world. Spirit feats include additional favour (allows extra uses of spirit domain abilities) and ritemaster (allows the shaman to perform additional rites each day.) There are also item creation feats, metamagic feats, and general feats.

As mentioned earlier, all spirits are associated with one domain. This domain can be one of those outlined in the PH. However, Shamans introduces a number of new domains that can reflect the nature of the spirit. New domains include the spirit domain (which all guardian spirits have), art, craft, haunting, memory, nourishment, predator, and storm, as well as a number of ancestor domains. There is one ancestor domain for each core class in the PH, e.g., there is a barbarian domain, a bard domain, and so on.

There are a number of new spells. Some are part of the new domains. Some are not part of any domain, but are cross listed with existing classes, and presumably a shaman would be able to learn such a spell if the spirit has access to it.

The last major section is spirits. There are a number of sample spirits provided, complete with spell lists. There is also a spirit template that can be used to make new spirits out of existing creatures. All spirits have the spells that they can grant as spell like abilities. Rules are also provided to allow for a spirit advancing.

The help for GMs section includes some ideas on what the spirit world may look like in comparison to the core D&D cosmology. Basically, the author sees the spirit world as being a "positive" reflection of the shadow plane. through which positive energy flows into the world in the same way that negative energy flows into the plane of shadow.

Conclusion

Shamans is a very interesting book, and presents a character type to the game with a lot of possibilities. It does a good job of adapting the system to emulate shamanism while avoiding common pratfalls some designers do when stretching the system.

It is hard to comment on this book without comparing it to Green Ronin's Shaman's Handbook. Both books are well done, and have approaches that are somewhat similar. Both model the shaman as a divine spellcaster that casts spells like a sorcerer, and both model the powers of spirits with domains.

Where the books differ is in their approaches. It seems that the Shamans Handbook tries to fit the shaman to the d20 system, while Shamans fits the system to the concept of the shaman. That is, the Shaman's Handbook shaman is very similar to existing divine spellcasting classes, and it addresses how creatures that already exist in the system fit into the worldview of the shaman. Shamans' shaman class is a bit more unique. It is probably a more faithful adaptation with a more detailed treatment of spirits, but probably won't fit quite as neatly alongside a normal party in a stanard D&D world.

In addition, Shamans is a smaller, cheaper book. Shamans Handbook is larger and covers more topics, and includes such nice sections as a primer on shamanic traditions in the real world and a larger selection of prestige classes, as well as details on dream realms, vision quests, and the cosmology as it fits into the standard cosmology.

-Alan D. Kohler
 

This is not a playtest review.

Mongoose Publishing's Shamans sourcebook is the first in their new Encyclopaedia Divine series, a line mirroring their Encyclopaedia Arcane series, already successfuly examining new aspects of the magic-orientated classes. Being released shortly after Green Ronin's Shamans Handbook (SHB), these two sourcebooks are bound to be in direct competition, so I'll be looking at Shamans in direct relation to the Shaman's Handbook.

At $14.95 for 64 pages, Shamans is more expensive per page than the SHB. Shamans' margins are wider and there is more white space, and space usage in general is sightly below average. Shamans, however, does use the inside covers for reproduction of the tables from the main text, in one place. On the whole though, SHB is slightly better value for money than Shamans in terms of amount of content.

The art is pretty good, though lacking the broodiness of the SHB art. The writing style is more loquacious than SHB, which works well for the more descriptive text and less well for the rules information. Some of the rules I had to read two or three times over to fully comprehend them.

Shamans begins with an introduction and some flavour text, and there are a number of sidebars spread throughout the book with further flavour text, some of them taking up to a page.

The first section, 'Shaman Magic - An Overview' introduces the concept of spirits (or animae) in much the same way as SHB, as allies of the shaman. However, Shamans take the concept in two slightly different directions than the SHB. Firstly, whereas SHB concentrates mainly on animal spirits and incorporeal undead, Shamans incorporates a wider understanding of spirits that includes beings such as nature spirits (e.g. river, forest, rain), object/construct spirits (much the same as animated objects), legend spirits (e.g. The Wild Hunt, the Ferryman of the Dead) and other types. Secondly, whereas SHB attempts to fit the world of spirits into the existing D&D cosmology, Shamans sees the spirit world as a new aspect of the cosmology, the antithesis of the Plane of Shadow, i.e. a transitive plane. These two aspects represent real-world Shamanism more effectively but the second issue may be more difficult to integrate with an ongoing campaign.

The next section, 'The Shaman's Path' gives Mongoose's interpretation of the Shaman class. Like the SHB, the Shaman gains spells and domains from his spirit allies, and relies on Charisma to cast his spells, in much the same manner as a Sorcerer. In addition, Shamans introduces the concept of Rites, rituals that require an extended casting time with effects such as warding, summoning and banishing spirits.

Three new prestige classes are given: Touched (a character who is coerced into following the way of the shaman by the influence of the spirits), Spirit Warrior (this class allows the spirits to enhance his battle prowess), and Whisperer Of Ghosts (deals with incorporeal undead in much the same way as the Ghost Guide from the SHB). I felt that the 'Shamans' prestige classes were weaker in concept than the SHB (and half the number), though perhaps more subtle.

The next section 'Secrets Of The Craft', looks at Skills, Feats and Rites. As previously mentioned in my review of the SHB, I felt that some of the existing skills could have been used to replicate the new skills introduced in the SHB. Mongoose have done just that, using Concentration as the basis for entering Trance states, Diplomacy for negotiating with spirits, Knowledge for understanding spirits, the spirit world, and herbs, Perform for performing rituals, and Profession (Apothecary) for concocting non-magical medicines and antidotes. I felt that Profession (Herbalist) would have been more appropriate for the herbal-orientated skills, but was glad to see the lack of new skills here.

In the same way as the SHB, a new type of Feat, Spirit Feats, are introduced, relating to spirit allies. Several other feats are also introduced which could be used to gently begin to introduce the concept of spirits into anexisting campaign, such as The Sight (the ability to see spirits and gain a vague sense of their intentions), and Eerie Presence (fear effect in melee combat, but -2 to social interaction). The most interesting concept is the Bind Spirit feat, which allows the creation of a temporary magic item by binding an agreeable spirit into an item. There are a couple of duds here too. Though with a different emphasis from the focus on spirit familiars that the SHB feats have, the feats here are of a similar quality and usability to the SHB.

Eight rituals, or Rites, are also offered such as Rites of Cursing, Healing and Protection. each Rite takes 10 minutes to perform and uses a Perform skill check to enact. They have spell-like effects similar to such spells as bestow curse and remove disease. The GM is encouraged to design new Rites for his campaign.

The next section, 'Spirit Magic', describes the gaining of new spirit allies, which provide the shaman with her spells and domains, including the summoning process (Perform skill check as per 'Rites'), a pact with the spirit using negotiation (Diplomacy skill check or via roleplaying) and the power that comes as the shaman increases in levels, and accesses new spells the spirit ally has to offer.

The following section, 'Spirit Domains And Spells', introduces 19 new domains with the appropriate types of spirits that are related to each domain, as well as the granted power and spells. Domains include such areas as Art, Memory, Storm, and a domain for each of the Character Classes, as well as the central concept of the Spirit Domain. There are also 20 new spells such as detect spirits, read spirit echo (sense the memories of a location) and power walk (allows the ability to move in the Spirit World in the same manner as 'shadow walk' for the Plane of Shadows). Whereas the shaman in the SHB has a standard spell list like any other character class and only domains are gained from the spirits, the class in 'Shamans' gains both domains and their related spells from their spirit allies. This makes the spirits a much more central concept, but moves the class away from using the same layout and basis as a class from the PHB. 'Shamans' has no information on fetishes, charms and magical tattoos like the SHB, nor any other magical items.

'Shamans' treats spirits in a slightly different way than the SHB - both have a Spirit template, but Shamans also introduces 'Spirit' as a monster type, whereas spirits in the SHB are considered elementals or undead, and given the subtype 'incorporeal'. The Spirit template is otherwise similar in both books, with spirits given the abilities of manifestation, materialization, possession and rejuvenation. As well as giving some examples, 'Shamans' also lists a number of spirit subtypes (e.g. ancestor, animal, elemental, nature) and discusses the spell level of a spirit - the highest spell level in a domain that the spirit can access, which also defines the DC for skill checks against the spirit.

As mentioned before, Mongoose's concept of the Spirit World is significantly different than that of the SHB. It is described as the opposite of the Plane of Shadow, where the senses pick up even more than they do on the Material Plane, a focus for positive energy. Its relationship with the astral, ethereal and material planes is briefly discussed, there is some information for designing your own spirits, and a definition of dormant or active - each spirit is considered linked to a specific location unless enabled by a shaman to move from that location - when in the location the spirit may be active (awake) or dormant (asleep).

The book ends with some notes from the author regarding the thoughts behind the design of the book, with particular regard to why spirits became the central concept in the Shaman class and some brief advice on integrating shamans into an existing campaign.

Conclusion:
Whereas the SHB by Green Ronin introduced a new class in much the same way as previous PHB classes and fit the shamanic cosmology into the existing one, Mongoose's Shamans comes forth with a more original, more true-to-reality presentation of the shaman. What results is a book that takes the concept of the shaman to more subtle depths than the SHB - in particular
the way that spirits and rituals are dealt with is more interesting and effective than the SHB. I also liked the cosmology concept - though a new addition to the D&D cosmology, it is a simpler concept and fits more comfortably with the rest of the shaman/spiritworld concept.
However, it lacks the breadth of the SHB and the concept and presentation of the shaman is more in line with existing classes in the SHB - I found the rules presentation stronger in the SHB, particularly with prestige classes and shamanic abilities (though Mongoose got the skills section right on the whole).

Both the SHB and Shamans have their merits and their weaknesses, but both books are top class in what they have to offer. I wouldn't rate one over the other, but they have different foci - the SHB is a more traditional representation of a class, with rules that aim to integrate with existing structures. Shamans treads its own paths, with more depth and less breadth than the SHB. There is a lot of common ground here, and the differences are subtle. Unless you're a real fan of the concept of the shaman (like me) I'd recommend getting one or the other and you're decision should be based on whether you're looking for a more traditional class structure or a more rounded representation of the shaman. There isn't much to choose between them.
 

A review of Encyclopedia Divine: Shamans - The Call of the Wild
by Alejandro Melchor, Mongoose Publishing

ISBN: 1-903980-25-9
MSRP: $14.95
Soft-cover, folio/perfect bound, 64 pgs, tiny TOC, no index

Why'd I buy it?
I purchased this book several months after buying The Shamah's Handbook (by Green Ronin Publishing). I've been interested in including spirit magic into my home brew, and I hadn't found the right game mechanics and "feel" yet....I was hoping Mongoose might deliver. Although I haven't had this book for as long as the GR one, I've used it more. I'm happy with my purchase.

Overview
This book describes a great spirit-based spell caster. The flavor is excellent...but the mechanics and balance are only good/average. Included in the book is the shaman core class, a spirit magic system, and "Help for Game Masters" for inclusion of the material into your campaign. Also spread throughout are excellent little snipets of a story about two very different shamans, and their growth from apprentices into powerful characters.

The Shaman Class
The class itself has a bunch of great concepts: spirit guardian, special abilities called Rites, and a very ingenius use of clerical domains. All top notch. The problems I found are with balance and "3e D&D feel".
  • Balance issue: The spirit guardian gives special bonuss to the shaman (like +1 on attack and damage rolls(!), or +2 Constitution) as well as allowing access to a Clerical Domain power. Many of the other powers the spirit guardian gains/grants as the shaman increases levels (bestow skill, bestow feat) may also be too powerful.
  • Balance issue: Shamans cast divine spells like a sorcerer. Therefore limiting her "spells known" is crucial for maintaining balance. In the system presented, this is limited by the power of your spirit allies. Yet, by carefully maintianing your group of spirit allies, a shaman could easily know 7-1st/7-2nd/7-3rd by 5th level, and by 20th level, know at least 16 of each spell level! Wow....my sorcerer wants to be a shaman.......
  • "3e D&D feel" issue: (YMMV on this complaint.) D&D is built around a "fire and forget" mechanic for spells. Yet the shaman has plenty of times when he must rely on skill rolls to gain powers or spells. No other spell caster must do this to gain special abilities (at least this frequently). While cool and flavorful, it doesn't jive with D&D.....unless you use an alternate system for such things. In which case, "no problem!" I guess.
  • "3e D&D feel" issue: Rites are cool special abilities the shaman gains as he gains level.....sort of. Actually, they're sort of like spells...in fact, why weren't they just included as spells in the spell section? They'd work much better there, IMHO.
The Spirit Magic system
I've used this section of the book heavily as I work though my own ideas of a shaman class. I like how the spirits and their magic is woven together into a coherent whole. What I don't like are all of the different times the shaman has to use his Perform(Rites) skill, and how each spirit also has a "spell level" (to determine how high a spell level the spirit can grant). I think in both of these cases the mechanics could be simplified and stream-lined.

Even so, this section is very cool. Ideas for calling, bargaining, and working with spirits abound. The reason for shaman's observing taboos is convincingly explained, and also worked into the spell casting mechanics in a logical way. Excellent stuff.

"Help for Game Masters"
Waaaaaaay too short. For those of you out there that follow the standard cosmography ("The Great Wheel"), it will be difficult to integrate this shaman material into your campaign. Not "very" difficult, just .....challenging. For me, as I do not follow the 3e D&D standard, it's not so bad.

The spirit template is fine (and really, you don't need this book to guess how to do it), and the example monsters are appreciated. But again, more would have been very nice.

******************************************
Conclusion

  • Production: 3 - Average. No index, a very small table of contents, and a binding that can't even hold up to my (relatively gentle) treatment. (What's up with the uneven binding glue job?) Margins were....acceptable (if distracting), and font size, headers, and paragraph spacing is good. This only barely gets the "average" rating.

    Art: 2 - Poor. But not that poor. None of it is inspiring, only a few could be called "well-drawn", and most does not relate to any of the text. (This last part is especially disappointing.) Renato Guedes stuff was okay, though.

    Game Mechanics: 3 - Average. Game balance is probably off, and the "d20 feel" to the mechanics is definitely off. The rules are complete, however, and excellent raw material for stuff of your own. If there was a fractional scale, I'd rate this category a 3.5.

    "Cool" Factor: 5 - Excellent. The saving grace of this book. Each page just oozees with great ideas and flavor. I really appreciated the snippets of shaman stories throughout. Moreover, the ideas for cool game mechanics just kept flowing while I was reading this.
Overall: 4 - Good. I won't include the rule-set as written, and I'm a bit miffed at the production/art quality, but the Ideas included in here are excellent. The binding of th' book will fail quickly...but th' content will be well-appreciated as it disintegrates.
 

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