This is the magic of racial spirits and spirit guides, those spirits that seek to help mortals to attain a higher level of wisdom and existence. Almost all shamanic magic takes place in astral realms created by spirits that shaman call the spirit realm. The remarkable thing about the spirit realm is that each point on it represents a point on the world. A practitioner of shamanic magic is called a shaman.
This is the ability to see the spirit realm representation of any point on the real world. All things in the normal world will have a representation in this place. Here are some examples of specials for Spirit Sense:
The shaman is able to speak to the spirits in their own language. Here is an example of a special for Speak to Spirits:
This is the power to summon spirit guides to a point in the spirit realm. A spirit guide is a spirit that is meant to teach you the ways of power, as such they will be helpful (though what a spirit considers helpful is beyond the understanding of mortals). When this power is first purchased the shaman is allowed to choose a magical intention and an associated spirit guide. The spirit guide will grant the power to perform a spell from the magical intention in the manner specified by the shaman. The level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the shaman. Here are some examples of specials for Summon Spirit Guide:
This is the power to summon a totem spirit to a point in the spirit realm. A totem spirit is any spirit that has agreed to become the symbol of a family or group. A clan can have several totems. When this power is first acquired you choose a spell within a magical intention suitable for an existing totem. The totem will perform the spell within the magical intention for the shaman. Here are some examples of specials for Totem Summoning Ritual:
This is the ability to travel, with others, to the location upon the astral plane created by the spirit as their spirit realm. The number of people beyond yourself traveling acts as a detriment. There is a base 11 detriment for this power. Here are some examples of specials for Spirit Travel:
Shaman who die become spirits that can, on occasion (and through the use of this ceremony) aid their living relatives. This power allows a shaman to gain such aid from an ancestor. When this power is first acquired you gain a magical intention along with an ancestor spirit. The ancestor will either answer a question suitable to its intention, or it will grant a power or skill related to the intention. The level of success is split between the effect and the duration of the effect. The effect itself is converted into difficult magic pips and is applied to the level of the spell based on the suitable attribute of the shaman. Every time this power is used, the shaman acquires a pip in the condition Duty-Bound to Family (b). This means that the shaman is dedicated to perform tasks for their family. Here are some examples of specials for Summon Ancestor:
This power allows the shaman to summon the presence of a spirit to their location within the spirit world so that it can perform a task for the shaman. When this power is first purchased the shaman is allowed to choose a magical intention and an associated lesser spirit. If the task is to grant a spell to the shaman, the spirit will split their level of success between the effect and the duration of the effect. The effect itself is converted into difficult mystical pips and is applied to the level of the spell based on the MP of the shaman. If the spirit is casting the spell for the shaman, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked in some other way then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart). Here are some examples of specials for Summon Spirit:
This is the ability to allow the shaman to fight spirits on their own level. This can only be done against spirits. The shaman gains no negative modifier for attempting to damage a spirit-scale being when using this power. There is no direct manifestation while using this power. Every time this power is used, the shaman acquires a pip in the condition Fearful Aura (d). The Fearful Aura is an atmosphere of power and intimidation that surrounds the shaman. People sense the power and tend to shrink from it; running away from the shaman. A shaman may only acquire this power if they have traveled to the true world of spirits using Spirit Travel. Here are some examples of specials for Spirit Combat:
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