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Establecimiento de condiciones de referencias específicas del tipo y límites entre clases de

In document CONSEJO INSULAR DE AGUAS DE LA GOMERA (página 12-22)

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

In document CONSEJO INSULAR DE AGUAS DE LA GOMERA (página 12-22)

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