Initial concept from Stone Age Mod.
In the full Alliott Mod, shamans are an involved special unit that perform missions using manna points similar to spies using espionage points.
Inactive shamans collect manna points, which, similar to espionage points, are the basis of shamanic missions.
Shamans can perform many unique tasks based on their level of skill.
Dream map toward a resource: Reveals the nearest tile of its resource type (food, mineral, coastal) in an unexplored portion of the map.
Block natural event: A very high level shaman can block a predicted bad event from happening.
Bewitch unit : Acted on an enemy unit, that unit misses between 1 and 3 turns (depending on strength of your shaman and any enemy shaman's countering).
Curse unit: Acted on an enemy unit, that unit receives a strength deficit for some length of turns (depending on strength of your shaman and any enemy shaman's countering).
Bless unit: Acted on a friendly unit, that unit receives a strength or speed bonus for some length of turns (depending on strength of shaman), or a damaged unit is healed.
Heal disease: Acted on an effected tile, decreases the severity of a disease/plague in a city, on units, or farm and pasture tiles.
Renounce/sacrifice self: Active shaman merges with another shaman unit to level up the shaman.
Foresee natural event: When a random event is triggered, instead of the event, a message alert reads "Your shamans foresee that X is going to happen near Y." X being an earthquake, etc., Y being your settlement, unit etc.The event, instead of happening that turn, will happen in the next two turns. The chance of a random event being predicted depends on the level of your highest shaman, and low shamans have mispredictions.
Countering: Shamans can counter the cursing and bewitching of enemy shamans.
Vision Quests Edit
Shamans can receive vision quests, which are event missions/quests like the ones already in Beyond the Sword, but are more involved, having a mythological component that affects the rest of the game.