Wild Shaman in Archons Decisive Factor System | World Anvil
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Wild Shaman

The wild shaman travels the untamed and unexplored regions of the world, communing with nature and drawing insight from it.  

Domains

Cora's Domains of Magic, Travel, and the Wilds  

Attributes

Wild shamans rely on their mental attributes of Intuition, Logic, and Soul to craft powerful spells and to bring their intelligence as a gift to a natural world that already knows strength and speed, but has trouble making sense of itself.  

Starting Skills

Survival: 3
Wilds Magic: 3
Pure Magic: 3 (associated with the Magic Domain)
Medicine: 2
Warding: 2   2 points remain.   

Starting Inventory

Casting Talisman: Quality 3.    Leather Armor: Quality 2.   Medicine Bag: Quality 2.  

Talent Advancement

  1. Wild Magic
  2. Beginner Caster
  3. Rounded Beginner (Requires Beginner)
  4. Herbalist
  5. Adept Caster (requires Beginner Caster)
  6. Rounded Adept (requires Adept and Rounded Beginner)
  7. Third Eye
  8. Herbalist
  9. Rounded Master (requires Master and Rounded Adept)
  10. Further Training
  11. Unpredictable Casting
  12. Master of Casting (requires Adept Caster)
 

Variants

If you want to focus more on the nature side of things, there is a whole section on nature talents that will allow you to change how you interact with the natural world.

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