Requirements: Minimum WIS 9
Prime Requisites: WIS
Hit Dice: 1d6
Maximum Level: 14
Armor: Leather, Chainmail, shields
Weapons: Club, dagger, sling, spear, staff
Languages: Common, Alignment

Shamans, known by many names across various cultures, are casters with the ability to connect to the spiritual world and communicate with its beings. They often serve as the last links to the old gods, typically within tribal cultures.

Combat

Shamans are able to wear leather armor, chainmail and shields. Their weapon options include clubs, daggers, slings, spears and staves.

Divine Magic

See Magic in Old-School Essentials™ for full details on divine magic.

  • Holy symbol: A Shaman must carry a holy symbol.
  • Magical research: A Shaman of any level may spend time and money on magical research. When a Shaman reaches 9th level, they are also able to create magic items.
  • Spell casting: Once a Shaman has proven their faith (from 2nd level), the character may pray to receive spells from spirits and patron deities. The power and number of spells available to a shaman are determined by the character’s experience level.
  • Using magic items: As spell casters, shamans can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g. some magic staves).

Spiritual Communion

The Shaman has the ability to commune with the animal spirits of the land. Such spirits grant passive bonuses or skills.

  • Communing: The Shaman can commune by rolling 1d12. Starting at 1st Level, a Shaman may commune once per day, the number increasing by 1 ever 3rd level (Levels 3, 6, 9 and 12).
1d12SpiritEffect
1RatMove silently and Hide in shadows 3-in-6
2Bear+2 Armor Class Bonus
3Panther+2 to attack damage
4HareJumping distance increased by 10 ft.
5DragonBreath Weapon, damage 1d8, range 15 ft.
6SnakeCharm: 1 round on a failed save vs death/poison.
7StagSpeed factor increased by 3
8GoatClimb Sheer Surfaces 80%
9Spider+2 to attack rolls
10Raven+2 on saving throws vs breath and spells
11WolfResistance to fire, cold and lightning
12Boar+2 on saves vs wands, petrification/paralysis and death/poison

After Reaching 9th Level

At 9th level, a shaman attracts 1d4 1st level shaman apprentices. Shamans do not build strongholds.

Shaman Level Progression

LevelXPHDATK+DWPBS12345
101d601112141615
21,8002d6011121416151
33,6003d6011121416152
47,2004d60111214161521
514,4005d6091012141222
628,0006d6+29101214122211
752,0007d6+29101214122222
8110,0008d6+291012141233221
9220,0009d6+267911933321
10360,0009d6+2*+267911944332
11480,0009d6+4*+567911944432
12600,0009d6+6*+567911955443
13720,0009d6+8*+53578755544
14840,0009d6+10*+53578765554

*: Modifiers from CON no longer apply.
D: Death/poison; W: Wands; P: Paralysis/petrify; B: Breath attacks; S: Spells/rods/staves.

1st Level:

  1. Chameleon
  2. Comprehend Languages
  3. Detect Magic
  4. Drowsy Insects
  5. Elemental Burst
  6. Ghost Light
  7. Hail of Stone
  8. Secret Signs?
  9. Spider Climb
  10. Trance
  11. Wall of Fog
  12. Water Protection

2nd Level:

  1. Animal Companion
  2. Bind
  3. Detect Invisibility
  4. Locate Object
  5. Misdirection
  6. Omen
  7. Pyrotechnics
  8. Smoke Shape
  9. Stinking Cloud
  10. Strength
  11. Vocalize
  12. Whispering Wind

3rd Level:

  1. Animate Fire
  2. Cloudburst
  3. Commune with Lesser Spirit
  4. Disguise
  5. Dispel Magic
  6. Face
  7. Feign Death
  8. Fire Rain
  9. Haste
  10. Hold Person
  11. Scry
  12. Tongues

4th Level:

  1. Bargain
  2. Confusion
  3. Dispel Illusion
  4. Dream Vision
  5. Elemental Turning
  6. Fire Enchantment
  7. Plant Growth
  8. Reverse Flow
  9. Shout
  10. Transfix
  11. Vengeance
  12. Wall of Fire

5th Level:

  1. Creeping Darkness
  2. Dismissal
  3. Fire Breath
  4. Ironwood
  5. Mass
  6. Metal Skin
  7. Passwall
  8. Shadow Door
  9. Spirit Self
  10. Stone Shape
  11. Water to Poison
  12. Wood Rot

First Level Spells:

Chameleon

Level: 1 Range: Touch
Duration: 2 rounds/level
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 1 round
Saving Throw: None
This spell alters the coloration of the recipient to match that of the sur- rounding background. When moving through areas where the back- ground changes gradually (such as stepping from the edge of a forest into a green field), the coloration changes automatically. When the back- ground changes abruptly (from forest to gray stone wall), one round is required to effect the change ni coloration. The coloration allows the char- acter to blend in with his surroundings, making him difficult to spot and attack. At ranges greater than 10”, the chameleoned character cannot be spotted (although he can be seen fi pointed out by another standing closer). At closer ranges, the character is treated as fi he had a 20% chance to hide in shadows, although he is not required to remain still. In addition, characters who can hide in shadows gain a bonus of 20% to their normal chance of success fi they remain still. Missile weapons suffer a 4- penalty on their chances to hit a chameleoned character. The material component for this spell is the shed skin of a small lizard.

Comprehend Languages

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: One written object or speaking creature
This spell allows the wu jen to understand non-magical writing or the language of a creature the wu jen touches, although ti does not give the wu jen the ability ot speak or write the language. The reverse, confuse lan- guages, prevents comprehension or cancels a comprehend languages spell. The material components for both spells are a pinch of soot and a few grains of salt.