Special Thanks to:
-- The nice people at the GoO message boards.
Abyss Flare
Shamanism [Fire]
Base DC:35
Spell Slots: 1
Range: Medium
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
This spell shoots a burst of magicaal fire in one direction. Because of it's magical nature, the spell may not be blocked by ordinary wind or water, and Shamanist spells such as Windy Shield and Air Valm that rely on wind barriers for defense are useless against it. Magical barriers such as the Shaman and Cleric class ability, and physical barriers work normally. The spell does 1d6 damage per caster level (maximum 10d6).
Aero Bomb
Common/Shamanism [Air]
Base DC:25
Spell Slots: 1
Range: Medium
Target: One creature/attack
Duration: Instantaneous
Saving Throw: None
The caster must make a ranged touch attack to aim this spell. It makes a compact ball of air explode in the desired location, doing 1d4 damage per caster level (maximum 5d4). If the caster casts it on an arrow in flight, it provides a penalty to hit equal to -1 for every caster level (max -5).
Air Valm
Shamanism [Air]
Base DC:30
Spell Slots: 1
Range: Personal
Effect: 100 square feet/level wall in front of the caster.
Duration: Concentration
Saving Throw: None
The spell creates a wall of air in front of the caster that deflects both physical magic and attacks. Any attack directed at the caster automatically fails. The caster must make a Concentration check after the wall absorbs damage at a DC of the damage dealt, or the wall will collapse. The spell does not work against Earth Shamanism spells or other attacks that come from the ground itself.
Aqua Breathe
Shamanism (Water)
Base DC:25
Spell Slots: 1
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: None
Target creature can breathe underwater. This also allows the target to cast spells underwater. No ability to swim is conferred by this spell.
Aqua Create (as listed)
Arc Brass
Shamanism [Lightning] (Earth)
Base DC:35
Spell Slots: 2
Range: Personal
Target: 50 ft. radius
Duration: 1 round/level
Saving Throw: Fortitude partial
The caster calls lightning down from the heavens to affect the nervous systems of the targets. All creatures (excluding the caster) in the area of effect must make a saving throw. On a failed save, the target is paralyzed, and can take no action for 1 round/level.
Assha Dist
Note: Inverse.org and Sei-outo Shiryoukan list two decidedly different spells under Assha Dist. The Inverse.org version is sufficiently similar to the Assha Dist in the text, save that it is a Shamanist (Spirit) spell. The Sei-outo Shiryoukan spell is presented below. From a game mechanics standpoint, I would recommend the Sei-outo Shiryoukan version
Sorcery
Base DC:30
Spell Slots: 1
Range: Close
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude partial
This spell is like a single-target version of Blast Ash, using destructive energy. The target takes 3d8 damage and must make a Fortitude save or gain 1d4 negative levels.
Astral Break (as listed)
Astral Vine (as listed)
Balus Rod (change type of magic to Sorcery)
Balus Wall (change the following things:
Bam Rhod (as listed)
Bephis Bring (as listed)
Blade Haut
Shamanism [Sonic](Earth)
Base DC:30
Spell Slots: 1
Range: Medium
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
This spell requires a melee weapon to cast. The caster swings the melee weapon, making an attack roll at their normal bonus for the weapon, and a wave of sonic energy streaks towards the target. This spell does 1d6 damage per caster level (maximum 10d6).
Blam Blazer (change the following things:
Blam Fang
Common, Shamanism [Air]
Base DC: 20
Spell Slots: 1
Range: Close
Target: 1 object/creature
Duration: Instantaneous
Saving Throw: None.
The caster must make a ranged touch against the target. This spell does 1d2 damage per caster level (maximum 5d2). It is mainly used for tasks such as freeing oneself from bonds.
Blam Gush (note that is an Air Shamanism spell)
Blast Ash (change the following things:
Blast Bomb (change the following things:
Blast Wave
Sorcery
Base DC: 35
Spell Slots: 1
Range: Touch
Target: 1 creature
Duration: Instantanious
Saving Throw: None
This spell was mainly designed to open holes in walls and such. It does 1d6 damage per caster level (max 10d6). While it could be used in combat, it requires the caster make a touch attack against his foe.
Bogardic Elm
Shamanism (Earth, Water)
Base DC: 30
Spell Slots: 1
Range: Close
Area: 10 feet per level
Duration: Permanent
Saving Throw: Reflex Special
An adaptation of the Change Earth spell listed in the Slayers d20 Book, this spell turns solid ground to a swamp. It must be cast outside. This spell turns the area into a swamp. All persons standing in the affected area suffer a -2 penalty to Melee Attacks and AC, and have their Speed reduced to 5 feet. The targets may have a Reflex save when the spell is cast to get out of the area of effect.
This spell is original to Naga the White Serpent.
Bomb Di Wind (as listed)
Bomb Spreed (change the following things:
Burst Flare (change the following things:
Burst Rondo (change the following things: