Shaman

By GamingInGotham - Original post here

Class: Mage

Requirements: Communication and Intelligence 3 or higher

Novice: You have learned to summon spirits and the shades of the dead. To gain some of the power of a Spirit you must first commune. This requires an activate action and a successful TN 13 Intelligence test. Whilst communing you can, as a minor action, question spirits and gain a +2 bonus to tests about lore, history etc. This can include more specific questions regarding the events in a certain location, especially if someone died there and their unquiet spirit can be contacted, subject to GM approval.

Journeyman: Your experience with the souls of the dead grows more intimate, sustaining you. You can ask spirits and shades to aid you more directly. Whilst communing you gain +1 to cast spells and as a minor action can make a TN 15 Intelligence test, if you succeed you regain your Intelligence score in Health. If you fail and roll doubles, you suffer an effect from the magic mishap table dependent on your stunt die result

Master: The souls of the dead and spirits are drawn to your call and will attack any that cause you harm. Whilst communing, anyone that inflicts damage on you suffers penetrating damage equal to your Intelligence score and must pass a Willpower (Courage) test vs TN 15 or suffer -2 to tests involving you for the rest of the encounter as they are attacked and hounded by the unnatural fury of your allies.

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