2. DESCRIPCIÓN GENERAL DE LA DEMARCACIÓN HIDROGRÁFICA
2.7. M ASAS DE AGUA SUPERFICIAL . L OCALIZACIÓN , LÍMITES , TIPOS Y CONDICIONES DE
2.7.2. Establecimiento de condiciones de referencias específicas del tipo y límites entre clases de
Once shamans have performed the initial ceremonies that attract spirits and establish connections to the beings, they can summon those spirits anytime to seek the information, favors, and powers described above. A shaman’s location does not matter. Spirits can come to shamans anywhere, even though spirits of nature may not be able to help them outside their homes.
To summon a spirit, a shaman must chant, pray, and perform a ceremo-nial dance for at least one turn. The base chance of success is 10% per character level, plus 10% for every additional turn the character chants and dances to a maximum 90% chance of success. If a shaman has already summoned a spirit that day, the maximum chance of success falls by 10%
per summoning. For instance, a shaman who has called two spirits and is trying to summon a third has a maximum success chance of 70%, or possi-bly less if she is a low-level character in a hurry. In any event, shamans may attempt no more than one calling per their character level in the course of a single day. A roll of 96 or higher (91 or higher in the case of spirits of nature) angers the spirit the shaman is trying to call.
If the spirit is not angry at the shaman for some reason, it appears with a successful roll. Only shamans can see the spirit or speak to it. Other charac-ters may be aware of chills, strange odors, shimmering hazes, unusual gusts of wind, and other signs. The shaman can converse with the spirit for one round per character level, asking one question per round. Asking a favor of a spirit, such as the use of a spell-like ability, requires one round for minor spirits or abilities, two for major, and three for abilities that can only be granted by great spirits. During this request the shaman explains what she or he wishes of the spirit and why the spirit should grant help. If the DM thinks it appropriate, the player must role-play this conversation. If the spirit agrees to help, the spell-like effect is granted to the shaman, who may retain it in reserve for up to one full day until the shaman is ready to invoke the spirit’s power. A shaman can only hold one favor in reserve at a time and cannot request another of any spirit until the held ability is used.
Spirits as NPCS: Spirits are individuals, and they have long memories.
A shaman who takes actions the spirits find offensive or who asks their help in questionable circumstances may be denied assistance just because the spirit does not feel like being helpful. The DM may find it useful to refer to Table 59: Encounter Reactions in the DMG. Simply rate the spirit’s frame of mind as threatening, hostile, indifferent, or friendly depending on how the shaman has been acting and how outrageous the shaman’s request is to the spirit. It is a good idea to create personalities, motivations, and attitudes for the spirits the shaman deals with most often.
Spirits do not have game statistics. Normal mortals have no means of in-juring them, although other divine creatures may be able to do so. Only greater spirits can take a physical form, and even then they are reluctant to do so. Greater spirits of the dead can briefly resume their living form with the appropriate class and abilities; animal spirits can appear as a double-sized version of the normal variety; and spirits of nature can appear as 12-HD elementals. In physical form, spirits can only be injured by +2 or better mag-ical weapons. Even if they are “killed,” they actually only retreat from the scene for a short while.
Angering the Spirits: A shaman can completely alienate the spirits by taking particularly offensive actions. If the offense is temporary or unin-tentional, the spirit simply refuses to answer any calls for a suitable period of time—one tenday (one week in alternate campaign settings) to a year may be appropriate. If the offense was deliberate or permanent in nature, the spirit severs its connection to the shaman and cannot be called again until the shaman atones for the offense, repairs whatever damage she or he did and repeats the tenday-long (week-long) summoning ceremony.
Advanced Sunshine (Amaunator; Pr 4; Sun). . .29
Akadi’s Vortex (Akadi; Pr 7; Elemental Air) . . . 26
Amanuensis (Deneir; Pr 3; Creation) . . . 56
Amaunator’s Uncertainty (Amaunator; Pr 2; Law). . . 29
Animal Sight (Malar; Pr 4; Animal) . . . 107
Animal Transfer (Malar; Pr 6; Animal) . . . 108
Anyspell (Mystra; Pr 4; Charm, Creation) . . . . 130
Armor of Darkness (Shar; Pr 3; Protection, Sun). . . 142
Attraction (Bhaal; Pr 2; Charm). . . .47
Azuth’s Exalted Triad (Azuth; Pr 5; Thought; Wiz 5; Alteration) . . . 36
Azuth’s Fedensor (Azuth; Pr 4; Thought; Wiz: 4; Alteration) . . . 36
Azuth’s Spell Shield (Azuth; Pr 7; Protection; Wiz 7; Abjuration) . . . 36
Bane of Beshaba (Beshaba; Pr 2; Combat) . . . . .44
Banish Blight (Mielikki; Pr 2; Plant) . . . 115
Banish Flame (Kossuth; Pr 1; Elemental Fire). . . 90
Battle Song (Milil; Pr 2; Charm, Combat) . . . . 118
Battletide (Iyachtu Xvim; Pr 5; Combat) . . . 84
Beast Claw (Malar; Pr 2; Combat, Necromantic) . . . 107
Black Talon (Cyric; Pr 2; Necromantic) . . . 53
Blacklight (Ibrandul; Pr 3; Combat, Sun). . . 74
Bladebless (Tempus; Pr 7; Combat). . . 162
Blast of Pain (Ilmater; Pr 5; Combat, Necromantic) . . . 77
Bliss (Lliira; Pr 2; Charm) . . . 100
Bolt of Glory (Torm; Pr 6; Combat, Summoning). . . 166
Bone Bite (Myrkul; Pr 2; Combat, Necromantic) . . . 127
Boon of Lathander (Lathander; Pr 4; Combat). . . 93
Briartangle (Silvanus; Pr 4; Plant). . . 147
Calms Winds (Akadi; Pr 4; Elemental Air) . . . . 26
Candle of Calm (Lliira; Pr 5; Charm, Protection) . . . 100
Chilling Scythe (Kelemvor; Pr 2; Combat. Necromantic) . . . 87
Clear Air (Akadi; Pr 4; Elemental Air) . . . 26
Cloud of Pestilence (Talona; Pr 4, Combat, Elemental Air) . . . 154
Cloudburst (Istishia; Pr 3, Elemental Water) . . . 81
Compel (Torm; Pr 3; Charm) . . . 165
Conjure Air Elemental (Akadi; Pr 7. Elemental Air) . . . 26
Conjure Nature Elemental (Chauntea; Pr 7; Elemental (Earth, Air, Fire, and Water), Plant, Summoning) . . . 51
Conjure Water Elemental (Istishia; Pr 6; Elemental Water, Summoning) . . . 81
Control Vapor (Eldath; Pr 5; Elemental Air, Elemental Water) . . . 60
Corrupt (Myrkul; Pr 4; Necromantic). . . 127
Create Baneguard (Bane; Pr 6; Necromantic). 40 Create Direguard (Cyric; Pr 7; Necromantic).. . 54
Create Ibrandlin (Ibrandul; Pr 6; Guardian). . . . 75
Create Treant (Mielikki; Pr 7; Plant) . . . 116
Creature of Darkness (Shar; Pr 4; Sun). . . 142
Dance of Pain (Loviatar; Pr 3; Combat, Necromantic) . . . 104
Dance of the Fallen (Tempus; Pr 6; Guardian, Necromantic) . . . 162
Dark Aura (Cyric; Pr 4; Combat) . . . .53
Dark Path (Ibrandul; Pr 1; Sun, Travelers) . . . 74
Dark Promise (Bane; Pr 5; Charm, Necromantic) . . . .40
. . . 142
. . . 145
. . . 87
. . . 100
. . . 149
. . . . 4 l . . . .47
. . . 87
Darkbolt (Shar; Pr 4; Combat) . . . . . Dead Magic Shield (Shaundakul; Pr 5; Protection) . . . . Dead March (Kelemvor; Pr 4; Necromantic). . . . Deadly Dance (Lliira, Pr 4; Combat) Death Chariot (Silvanus; Pr 7, E l e m e n t a l F i r e ) . . . . Death Symbol of Bane (Bane; Pr 7; G u a r d i a n ) . . . . Decay (Bhaal; Pr 3; Time). . . . Deny Death (Kelemvor; Pr 5; Necromantic) . . . . Destroy Magedoom (Azuth; Pr 7; Summoning, Protection; Wiz 7; Conjuration/Summoning). . . . . Dispel Silence (Milil; Pr 3; Combat). . . . Dolorous Decay (Myrkul; Pr 6; Combat, Necromantic). . . . Doom of Bane, The (Bane; Pr 4; Necromantic). . . . Doublecoin (Waukeen; Pr 4; Creation). . . Duplicate (Oghma; Pr 4; Creation). . . . Earthenair (Grumbar, Pr 3; E l e m e n t a l E a r t h ) . . . . Earthenport (Grumbar; Pr 5; Elemental Earth). . . Endurance of Ilmater (Ilmater; Pr 4; Necromantic, Protection). . . . . . . Exaltation (Helm; Pr 3; Combat, Healing). . . Faithful Mount (Malar; Pr 7, Animal, Charm). . . . .. . . False Dawn (Lathander; Pr 6; Sun) Fantastic Machine (Gond, Pr 6, Creation) . . . 36
. . . 118
. . . 128
. . . . 4 0 . . . 180
. . . 134
. . . 68
. 68 77 . . . . 70
108 . . . . .93
. . . 65
Favor of Ilmater (Ilmater; Pr 3;
Necromantic, Protection) . . . 77
Favor of Shaundakul (Shaundakul; Pr 2; Travelers) . . . 144
Favor of the Goddess (Chauntea; Pr 2; Plant). . .50
Favor of Tymora (Tymora; Pr 2; Protection) . . . 168
Feat (Tymora; Pr 4; All). . . 168
Frost Fingers (Auril; Pr 1; Combat, Weather). . . 33
Frost Whip (Auril; Pr 2; Combat, Weather). . . . 33
Gauntlet of Winds (Shaundakul; Pr 4; Elemental Air, Weather) . . . 145
Glyph of Revealing (Deneir; Pr 2; Divination). . . 56
Greater Shield of Lathander
Heart of Ice (Auril; Pr 7; Combat, Necromantic) . . . 33
Holy Flail (Tempus; Pr 3; Combat, Creation) . . 160
Ice Blade (Auril; Pr 4; Combat, Weather). . . 33
Illumination (Amaunator; Pr 5; Sun, Thought). . . 29
Impart Knowledge (Oghma; Pr 2; Thought). . . 134
Impenetrable Falsehood (Leira; Pr 2; Divination) 95 Istishia’s Port (Istishia; Pr 7; Elemental Water). . . 81
Kiss of Torment (Loviatar; Pr 4; Combat, Necromantic). . . 105
Listening Shadow (Mask; Pr 3; Divination). . . 111
Love Bite (Sune; Pr 2; Combat). . . 151
Loviatar’s Caress (Loviatar; Pr 2; Combat). . . . 104
Luckbolt (Tymora; Pr 6; Combat, Protection). . . 168
Mace of Odo (Helm; Pr 3; Combat). . . .71
Merge with Nature (Sune; Pr 6; Charm, Necromantic, Plant). . . 151
Minor Wealthtwist (Waukeen; Pr 5; Healing, Necromantic). . . 181
Misfire (Beshaba, Pr 4; Combat). . . 44
Misfortune (Beshaba; Pr 5; Combat, Charm). . . 44
Mist of the Goddess (Eldath; Pr 7; Elemental Water, Healing). . . 61
Mold Touch (Eldath; Pr 3; Plant) . . . . 60
Monstrous Illusion (Leira; Pr 4; Combat, Necromantic) . . . 96
Moon Blade (Selûne; Pr 3; Combat, Sun). . . 137
Moon Path (Selûne; Pr 5; Sun, Travelers). . . . 138
Moonveil (Bane; Pr 7; Elemental Water). . . 41
Moonweb (Selûne; Pr 5; Guardian, Sun) . . . 138
Mulch (Silvanus; Pr 5; Plant, Necromantic). . . 148
Mystic Lash (Bane; Pr 5; Combat) . . . .40
Precipitation (Istishia; Pr 1; Elemental Water) . . .81
Probing Arm (Gond; Pr 5; Creation) . . . .65
Quench the Spirit (Myrkul; Pr 6; Necromantic) . . . 128
Rage (Malar; Pr 5; Combat) . . . 108
Rapture (Sune; Pr 3; Charm). . . 151
Reaving Blades (Iyachtu Xvim; Pr 4; Combat). . .84
Resplendence of Renewed Youth (Tyr; Pr 7; Necromantic, Healing) . . . 171
Reveal (Tempus; Pr 4; Divination) . . . 160
Rising Rot (Moander; Pr 5; Combat, Necromantic) . . . 122
Rites of Istishia (Istishia; Pr 3; Elemental Water) . . . .81
Roots of the Assassin (Moander; Pr 6; Summoning, Plant) . . . 123
Rosemantle (Lathander; Pr 1; Protection) . . . 92
Rosetouch (Lathander; Pr 2; Protection) . . . 92
Sacred Link (Tempus; Pr 7; Creation). . . 162
Sanctify Sacred Site (Chauntea; Pr 7; All, Sun, Plant). . . 51
Seed of Moander (Moander; Pr 5; Plant) . . . 123
Seeking Sword (Helm; Pr 4; Combat). . . 71
Sentry of Helm (Helm; Pr 1; Guardian, Travelers). . . 70
Shadow Sword (Shaundakul; Pr 3; Combat, Sun). . . 145
Shadowcloak (Mask; Pr 3; Sun, Protection) . . . . 111
Shield of Lathander
Smoke Ghost (Silvanus; Pr 4; Elemental Fire). . . 148
Song of Compulsion (Milil; Pr 3; Charm, Law). . . 118
Speak with Drowned Dead (Umberlee; Pr 3; Elemental Water, Divination). . . 174
Speed Rot (Moander; Pr 3; Plant). . . 122
Spell Ward (Mystra; Pr 7; Protection). . . .131
Spellbind (Oghma; Pr 7; Necromantic, Protection). . . 134
Spirit Annihilation (Bane; Pr 6; Necromantic). . . . 40
Spirit Trap of the Darkbringer
Striking Shadows (Mask; Pr 6; Guardian). . . 112
Striking Wave (Umberlee; Pr 4; Elemental Water) . . . 175
Summon Lock Lurker (Waukeen; Pr 3; Summoning, Animal). . . 180
Tentacle of Withering (Moander; Pr 6; Combat, Necromantic) . . . 124
Thorn Spray (Silvanus; Pr 4; Plant) . . . 148
Touch of the Talontar (Talona; Pr 4; Combat, Necromantic) . . . 155
Undeath After Death (Bane; Pr 6; Necromantic) . . . 41
Veil of Djalice (Sune; Pr 4; Charm). . . 1 5 1 Wailing Wind (Eldath; Pr 1; Elemental Air, Weather) . . . 59
Wall of Moonlight (Selûne; Pr 4, Protection, Sun) . . . 138
Watching Shadow (Mask; Pr 4; Divination). . . . 112
Water of Eldath (Eldath; Pr 5; Elemental Water, Healing). . . 61
Waterspout (Umberlee; Pr 6; Elemental Water). . . .175
Waterwall (Istishia; Pr 4; Elementa1 Water). . . 81
Wealthtwist (Waukeen; Pr 7;
Whip of Pain (Loviatar; Pr 3; Combat, Necromantic). . . 104
Winds of Akadi (Akadi; Pr 4; Elemental Air). . . 26
Wither (Myrkul; Pr 5; Necromantic). . . 127
Wolfjaws (Tyr; Pr 2; Combat, Necromantic). . . 171
Wondrous Recall (Mystra; Pr 6; Charm, Creation). . . 131
Wood Sword (Mielikhi; Pr 2; Combat). . . 115
Wound (Bhaal; Pr 5; Necromantic). . . 47