By casting this spell, the shaman revives nature spirits, restores tainted water sources and barren soil to a wholesome and life-supporting state, and removes any magical curses and natural blights upon the land within the area of effect of the spell. Any nature spirits within the area of effect are treated as though they have just been subject to a revive spirit spell. On the other hand, any disease spirits in the area of effect must make a successful save vs. death magic or be destroyed. Disease spirits that are not slain must still flee the area, although they may return once the shaman's ritual is complete.
Although the shaman must still have this spell granted by a spirit patron, this spell is too powerful for the spirit to power by itself. In fact, the shaman must sacrifice some of his own life energy to bring the land back to life, and it is this life energy that composes the material component of the spell.
To cast reinvigorate nature, the shaman must position himself at the center of the area, and cast perfect perception to become familiar with the immediate area and the blight that is affecting the land. Then, just as that spell is about to expire, the shaman launches into a 24-hour-long ritual that comprises the reinvigorate nature spell. During this time, the shaman decides how much life force to cede to Nature, and at the end of the period, it is then drained from the shaman and into the land.
(In game terms, for every square mile of land the shaman wishes to reinvigorate, the shaman loses 1,000 XPs.) Halfway through the ritual, the character must make a Shamanic Ritual proficiency check. If the check is successful, the results of the shaman's efforts are visible immediately after the experience point drain has taken place: Grass, or some other appropriate plants begin to grow around the shaman's feet, spreading outward. Full recovery of the land may take weeks or months, but with the boost granted by the shaman's life energy, the recovery takes place in a speedy fashion. If the character fails the Shamanic Ritual check, no XPs are lost, and the ritual has no effect. After a day's rest, the shaman is free to try again.
A shaman who is interrupted at any time during the ritual must start over. The shaman must wait a day and a night before trying again, just as if the Shamanic Ritual check failed.
Notes: Restricted to shamans, uncommon.
Karma Points
Indian society is founded upon the concepts of dharma, karma, and reincarnation. Karma points affect future incarnations of a character from that culture. They are gained or lost depending on how exactly a character fulfills his or her dharma requirements. Each character receives 1 karma point per level, and up to an additional point per session (awarded by the DM for outstanding role-playing of dharma requirements or cleverly resolving conflicts between class and alignment dharma requirements). A character's dharma is determined by alignment and class. Both sets of tenets must be followed: significant violations of either cost a karma penalty of one point. Dual-class or multi-class characters follow the dharma requirements of all classes.
Class dharma requirements are summarized here for vedic archetypes; the DM should define dharma requirements for nonstandard classes.
Warrior: Warriors must be brave, never allowing fear to dictate their actions. They do not hide from danger or flee while a friend or ally fights on.
Ranger: In addition to warrior dharma, the ranger shows reverence to nature, never killing an animal or plant without reason.
Paladin: In addition to warrior dharma, the paladin never tolerates evil, always helps the weak or poor, and is quick to give alms to beggars.
Wizard: Takes every obvious opportunity to learn about forces that shape the world or magic.
Specialist: In addition to wizard dharma, a specialist has one additional duty devised by the DM and related to his or her field of study.
Priest: A priest is devoted to the worship of the god, never allows an insult to the faith to go unavenged, and tries to recruit followers whenever possible.
Specialty Priest: In addition to priest dharma, a specialty priest has an additional duty devised by the DM.
Druid: The druid acts in ways complementary to nature, never killing an animal or plant without reason.
Rogue: The rogue accrues wealth, not leaving an obvious victim or inviting fortune untouched.
Thief: In addition to rogue dharma, the thief avoids brute strength, relying on cunning, stealth, or trickery.
Bard: A bard passes up no chance to tell others of things seen and tales heard, enlightens, entertains, and pursues knowledge in the form of tales and songs.
Reincarnation Results
Any continuing character transfers Intelligence, Wisdom, and Charisma to the new incarnation. Other abilities are rerolled unless otherwise specified.
The reincarnation appears within a day's time, having only vague memories of the previous life. All karma points are lost and the reincarnated character starts again at 0 points. If raise dead or similar is cast on the previous body before the reincarnation is complete, the process is halted, the old character can be revived, and karma is halved (round down). Once the reincarnation is complete, such spells cast on the previous body have no effect.
| Slug: | Character is removed from play. |
| Kobold. Goblin, Ore, Gnoll: | Character is reincarnated as this monster type. Transferred scores ore adjusted for race, See the DMG or The Complete Book of Humanoids for fur¬ther details. |
| Human: | Character begins at 1st level in the previous class. |
| Human:* | Character retains original class, but begins 1d4 levels lower than previous incarnation (minimum 1st level). |
| Human: | Character retains all ability scores and class, beginning one level lower (minimum 1st). |
| Human**: * | Character retains all ability scores, but adds 1d4 points to one score (maximum 18). Character retains original class and/level. |
| Nirvana: | Character achieves unity and is removed from play. A new character is generated. This character has a +2 modifier to all saves. |
| Karma | 2d6 Roll | ||||
|---|---|---|---|---|---|
| 2 | 3-5 | 6-8 | 9-11 | 12 | |
| 0 | Slug | Kobold | Goblin | Ore | Gnoll |
| 3-5 | Kobold | Goblin | Ore | Gnoll | Human |
| 6-10 | Goblin | Ore | Gnoll | Human | Human* |
| 11-15 | Ore | Gnoll | Human | Human* | Human** |
| 16-20 | Gnoll | Human | Human* | Human** | Human*** |
| 20+ | Human | Human* | Human** | Human*** | Nirvana |