Bomoh (2.5e Class)

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Bomoh[edit]

Bomoh Experience Table[edit]

Bomoh Experience Table
Experience Points Experience Level 8 sided die for accumulated hit points Level Title
0 - 1,500 1 1 Acolyte
1,501 - 3,000 2 2 Adept
3,001 - 6,000 3 3 Priest
6,001 - 13,000 4 4 Healer
13,001 - 27,500 5 5 Curate
27,501 - 55,000 6 6 Canon
55,001 - 110,000 7 7 Lama
110,001 - 225,000 8 8 Patriarch
225,001 - 450,000 9 9 High Priest
450,001 - 675,000 10 10 High Priest (10th level)
675,001 - 900,000 11 11 High Priest (11th level)
900,001 - 1,125,000 12 12 Shaman
1,125,001 - 1,350,000 13 13 Shaman (13th level)
1,350,001 - 1,575,000 14 14 Shaman (14th level)
1,575,001 - 1,800,000 15 15 Spirit Summoner
1,800,001 - 2,025,000 16 16 Witch Doctor
2,025,001 - 2,250,000 17 17 Witch Doctor (17th Level)
2,250,001 - 2,475,000 18 18 Bomoh
2,475,001 - 2,700,000 19 19 Bomoh High Priest
  • 225,000 experience points per level for each additional level beyond the 19th.
  • Bomoh's gain 2 hp per level after the 19th.

Bomoh Spell Table[edit]

  • Bomoh's Spells are the same as Clerical Spells.
Spells Usable By Class and Level - Bomoh
Bomoh Level 1 2 3 4 5 6 7
1 1 - - - - - - -
2 2 - - - - - - -
3 2 1 - - - - - -
4 3 2 - - - - - -
5 3 3 1 - - - - -
6 3 3 2 - - - - -
7 3 3 2 1 - - - -
8 3 3 3 2 - - - -
9 4 4 3 2 1 - - -
10 4 4 3 3 2 - - -
11 5 4 4 3 2 1 - -
12 6 5 5 3 2 2 - -
13 6 6 6 4 2 2 - -
14 6 6 6 5 3 2 - -
15 7 7 7 5 4 2 - -
16 7 7 7 6 5 3 1 -
17 8 8 8 6 5 3 1 -
18 8 8 8 7 6 4 1 -
19 9 9 9 7 6 4 2 1

Description[edit]

A bomoh is a shaman in Malaysia. They can be either Human, Elvish, or Half-Elvish. They can be any gender, male or female. The bomoh's original role was that of a healer and their expertise was first and foremost an in-depth knowledge of medicinal herbs and Malay geomancy. This was supplemented by Sanskrit mantera (mantras) owing to the ancient Hindu-Buddhist influence in the region. The word is Malay, but there are bomoh of all religions and races.

Roles[edit]

Some bomohs use cemeteries to summon spirits to fulfill requests by supplicants, while others only deal with a single spirit. It is said that sometimes the bomoh selects the spirit, while other times, it is the spirit who selects the bomoh. Spirits can perform healings, seek missing persons or even investigate reasons for bad luck. Spirits can also be used to possess peoples, cause sickness and miseries and many other bad things. Bomoh who have a particular religion may incorporate their religious practices into their craft.

Rituals[edit]

The bomoh works with rituals and incantations, or jampi-jampi, which is derived from the verb menjampi, meaning to cure by magic.

Craft[edit]

The bomoh's craft remained largely unchanged even after Islam became dominant until the Islamic revival in the 1970s and 80s. Bomoh were then seen as deviant from the Muslim faith because of their invocation of spirits and the potentially harmful black magic they practiced. This period saw a drastic decline in authentic bomoh and many fraudulent shamans filled the void. As a result, bomoh are today looked at with suspicion even though they are still commonly consulted for personal reasons.

Dukun[edit]

Dukun Experience Table[edit]

Dukun Experience Table
Experience Points Experience Level 8 sided die for accumulated hit points Level Title
0 - 1,500 1 1 Acolyte
1,501 - 3,000 2 2 Adept
3,001 - 6,000 3 3 Priest
6,001 - 13,000 4 4 Healer
13,001 - 27,500 5 5 Curate
27,501 - 55,000 6 6 Canon
55,001 - 110,000 7 7 Lama
110,001 - 225,000 8 8 Patriarch
225,001 - 450,000 9 9 High Priest
450,001 - 675,000 10 10 High Priest (10th level)
675,001 - 900,000 11 11 High Priest (11th level)
900,001 - 1,125,000 12 12 Shaman
1,125,001 - 1,350,000 13 13 Shaman (13th level)
1,350,001 - 1,575,000 14 14 Shaman (14th level)
1,575,001 - 1,800,000 15 15 Spirit Summoner
1,800,001 - 2,025,000 16 16 Witch Doctor
2,025,001 - 2,250,000 17 17 Witch Doctor (17th Level)
2,250,001 - 2,475,000 18 18 Dukun
2,475,001 - 2,700,000 19 19 Dukun High Priest
  • 225,000 experience points per level for each additional level beyond the 19th.
  • Dukun's gain 2 hp per level after the 19th.

Dukun Spell Table[edit]

  • Dukun's Spells are the same as Clerical Spells.
Spells Usable By Class and Level - Dukun
Dukun Level 1 2 3 4 5 6 7
1 1 - - - - - - -
2 2 - - - - - - -
3 2 1 - - - - - -
4 3 2 - - - - - -
5 3 3 1 - - - - -
6 3 3 2 - - - - -
7 3 3 2 1 - - - -
8 3 3 3 2 - - - -
9 4 4 3 2 1 - - -
10 4 4 3 3 2 - - -
11 5 4 4 3 2 1 - -
12 6 5 5 3 2 2 - -
13 6 6 6 4 2 2 - -
14 6 6 6 5 3 2 - -
15 7 7 7 5 4 2 - -
16 7 7 7 6 5 3 1 -
17 8 8 8 6 5 3 1 -
18 8 8 8 7 6 4 1 -
19 9 9 9 7 6 4 2 1

Description[edit]

A dukun is an Indonesian shaman, that can be Human, Elvish, or Half-Elvish. They can be of any gender, male or female. They are known as shaman, as well as a traditional healer, curer, spirit medium, custom and tradition experts and on occasion sorcerers and masters of black magic.

Traditional beliefs[edit]

The dukun is the very epitome of the Kejawen or Kebatinan/Kebontotan belief system indigenous to Java. Beneath the thin superficial practice of Islam, very strong and ancient beliefs of animism, ancestor worship, animal sacrifice and shamanism run through many Indonesians, particularly among Javanese, Sundanese, Madurese and Dayak communities.

Distribution in Indonesia[edit]

The Dukun remain highly respected and somewhat feared figures in Indonesian society, even in the most orthodox Islamic areas. Dukun are most common on the island of Java, though the island of Madura is especially feared for being very powerful practitioners of dark magic, and Bali is well regarded for its dukun. The Dayak people of Kalimantan are also feared for their use of dukun when head-hunting. In common practice, a dukun is consulted when a person perceives they have an issue that has a supernatural or paranormal association. If a dukun is not known to the individual, their family or friends, word of mouth often creates a situation where the dukun will appear as if summoned, most especially in the case of possessions.

Many highly prominent and highly educated Indonesians, even those with Western doctorate and masters levels degrees will still employ dukun or soothsayers. 

Range of roles[edit]

Dukun have a number of titles and ascribed abilities - the dukun roles below are sometimes taken up by dukuns with specific titles and roles, rather than any one dukun utilizing all of the roles below.

Medicinal and curative[edit]

Dukun are known to have curative powers. They may use incantations, herbal medicine, animal parts, inanimate objects, spiritual communication or guidance, prayers, offerings, the keris or any combination to effect their curatives.

Exorcism[edit]

Dukun are believed to be able to communicate directly with malevolent and benevolent spirits. Spirits are said not to resist the dukun in their removal from their 'host', as they are enthralled that a living being can communicate with them.

Divination and Soothsaying[edit]

Dukun are most famous for prophetic visions. This is often the result of consulting spirits relating to one’s deceased family who often provide insight into what is likely to happen.

Charms and Blessings[edit]

Dukun will occasionally bless an individual or a business, to keep away termites or spirits or demons, or over a piece of land to ensure a good harvest.

Spiritual Communications[edit]

Dukun are alleged to see normally invisible spirits and communicate as easily as though the spirit were physically present. Many spirits are supposed to speak archaic Javanese or Sundanese and the Dukun may be able to speak these languages during momentary spiritual possessions, despite not having prior knowledge of these languages.

Sorcery[edit]

Dukuns are generally benevolent shamans. On occasion, some practitioners of black or dark magicks may be employed to cast revenge hexes and incantations often for trivial matters.

  • these spells are gained automatically at certain levels. please click on the spell for information on what level it is gained.

Some known incantations include:

  • Djengges: where a half circle of food offerings, including opium and incense and weapons in the form of nails, glass and needles. The dukun then chants a spell and actually asks spirits to embed the items in the victim’s stomach.
  • Gendam: A dukun will incant the target's name so that a spell is thrown, where the target cannot rest until they are cured by another dukun. This ritual involves the dukun chanting the name of the person he wants to summon.
  • Naruga: The dukun implants an emotional suggestion in the victim. It may be benevolent such as a love spell, or malevolent- causing the target to murder someone else.
  • Santet: Slightly humorous—the dukun causes the target to have chronic diarrhea.
  • Sirep: The dukun causes people to fall under a deep, unshakable slumber.
  • Tenung: This ritual involves creating a half circle of food offerings, including opium and incense, while chanting for the destruction of the victim. The target suffers headaches, vomiting and illness until remedied by another dukun.
  • Susuk: The dukun implants a metal needle in the patient body (mostly woman). This needle must be chanted first. The dukun will use a spirit to implant the needle without wound. This needle will make the patient to be more sexually attractive in the eyes of men. (roll 1d4, on a 1-2: the spell fails; on a 3: the women now has 19 Charisma, on a roll of 4: the women has 20 Charisma).

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