Shamanic magic will work slightly differently to normal clerical spell-casting (although they'll have access to all the same spells, plus a few extras). One of the major differences is going to be in the realm of magic item creation. I plan for Shamans to be able to create magic items from 1st level, and for this to be a process of summoning a spirit and binding it into a specially prepared fetish object, imbuing it with magical power.
To reinforce this flavour of magic items being inhabited by spirits, I thought I'd come up with some additional qualities which such objects will possess. Here's a d20's worth for starters.
- Vibrates and rattles when held.
- Very cold to the touch.
- Each character must save vs paralysis when first encountering the item. Failure indicates a strong antipathy for the object – will refuse to touch or use it.
- Projects strange dreams to owner.
- Causes anyone who touches it to change alignment. Save versus spells to resist.
- Subtly changes colour each day.
- Becomes semi-incorporeal (shadow, dust, vapour) and unusable at night or in the day time.
- Covered in script in an undecipherable language which creeps slowly across the object's surface.
- Moans at night.
- Attracts one of: spiders, ants, scorpions, moths, flies, maggots.
- Glows an eerie green.
- Can only be seen by those of a certain alignment.
- Aggravates a certain mood in the owner, one of: violence, mistrust, courage, lust, fancifulness.
- Decorated with human figures. The face of one of these figures comes to resemble the owner.
- Grows insectoid legs and creeps around at night (up to 60' in a random direction).
- Covered in a cold slime.
- Cannot be taken more than a mile away from where it was discovered – simply teleports back if taken further.
- Exudes liquid (tears, blood, milk, sweat).
- Has several eye-like protrusions, which appear to move around and observe events.
- Causes one of the owner's ability scores to be reduced by 2. (Points are recovered if item is discarded.)
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