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Shamanic Magic of the Plainsfolk.
The magic of the plainsfolk is based around awareness and sensitivity to the spiritual nature of one's surroundings. It is shaped by the beliefs of the Plains culture, and is a based around four principles.
- The Earth Mother is in all things. This means that everything is connected through the Earth Mother. By meditation and concentration, a shaman can learn the nature of anything that is not man-made (these can still be read, but are harder to do).
- The power of the Earth Mother manifests as spirits of place. All places in the world have their own spirit. By knowing the correct words and rituals, a shaman can cause these spirits to manifest themselves. Some are anthropomorphic, others take on a more abstract shape, for example ripples on a pond. Not all of these spirits are necessarily friendly, and a wise shaman knows the correct methods of warding against them too. The exact definition of a "place" can vary from a single tree, to the whole forest. Obviously, the larger the place, the more powerful the spirit.
- Non-specific resurrection. All plainsfolk carry within them part of the souls of all their ancestors, and in theory the knowledge and wisdom of the ancestors. By meditation and introspection, a shaman can call upon the ancestral part of their soul (their "fetch") for guidance. Rarely, a person may contain particularly strong traces of an ancestor's soul, and it may be possible for the ancestor to temporarily possess them. This is not always a good thing, as the ancestor might not return possession of the body to its rightful owner.
- Spiritual Travel. By entering a trance, a shaman can discorporate their consciousness from their body and travel the spirit realm. To do so is dangerous for several reasons. Obviously, the shaman's body is left "empty" and defenceless, a target for both physical attacks and possession by hostile spirits. Additionally, the spiritual plain carries its own dangers. The shaman becomes open to attack by hostile spirits and other magicians, and some areas of the spirit world are dangerous in themselves (the spiritual residue of torture or mass murder, for example, can crush the soul of an unwary or weak shaman).
Becoming a shaman requires a person to open up their sensitivity to the invisible world. This can only be done if there is some natural ability there in the first place - there are some who will never be able to see the spirit world. If a person often sees or hears things that no-one else does, they are prime shaman material.
The skills of a shaman are twofold - the ability to meditate and focus one's mind, and learning the body of secret lore concerning the nature of the spirit world. Strength of mind is important, but a lack of knowledge is dangerous as far as spirits are concerned.
Shamanic magic requires careful rituals, and is not capable of "flash-bang" effects. However, shamans do know the secrets of creating magical charms, which they will do for members of their tribes. These talismans are usually protective - against weapons, spirits, disease and specific foes - but can also give increased awareness, strength in battle, skill in hunting, prowess in public speaking and so on. The efficiency of these talismans is only noticeable after the fact, but the fact that they work is accepted by all the tribesefolk.
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Game Information
Shamans have the same three innate skills as Folk Magic users (q.v.) with the difference that they can increase them through experience and training. Because of their greater Sensitivity, it becomes possible for shamans to interact more fully with spirit creatures including getting them to perform tasks for them. They are also able to consciously Imprint items. Fortification involves contact with their ancestral fetch.
The knowledge-based skill of "Spirit Lore" allows the shaman to know the correct procedures for contacting specific spirits, and the etiquette required to deal with them successfully. Commonly the spirit will require a gift from the shaman in return for services: a burnt offering, precious stones, food offerings etc. Knowledge of the kind of gift that each spirit type likes is given by Spirit Lore. If the spirit is an ancestor of the shaman it may ask only that the shaman remind others of its deeds in the past and keep its name alive. The transferal of magical power (ie. POW) from the shaman to the spirit is also a common price.
A final skill of shamans is Astral Travelling. Discorporation requires a lengthy ritual but no skill check. Where Astral Travel is needed as a spell is for navigation and interpretation of what the shamn sees. The spirit plane is contiguous with the material world, but is a world of symbols and spiritual reflections. For example, when seen on the spirit plane the aura of a greedy, scheming person might appear as a hideous spider creature. An innocuous looking forest grove might be transformed into a fantastic glittering realm of sprites and unicorns.
Alternatively, GMs might find it more rewarding to play shamanic magic without game mechanics, instead using only story-telling techniques for determining the outcome. This gives it a much more empathic, free-form feel when compared to the mechanistic, formalised system of High Sorcery.
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