The Dragon and the Bear Chapter Appendix One: Shamans
Shamanism may be the oldest form of magic, for while the vast majority of Shamans are illiterate, the Romans and Greeks left written records of ancient shamanic peoples who were active in their ages. In the Mythic Europe of 1220, Shamans can be found in many remote regions, among the Mongols, Lapps, and other peoples living in the northern reaches of Russia, Scandinavia, Siberia, and the waste areas of the Far East. There are also stories of Shamans living in isolated rural areas in recently Christianized countries, keeping their ancient magics alive.
While the few Shamans in Christendom live in isolation, Shamans are part of the normal pagan life of their tribes. Unlike Hermetic magi, they live among their own people, acting as healers, diviners, and intermediaries to the spirit world. In this role, they are considered as unique and important as priests are in Christendom.
The descriptions and rules in this section are included for the specific purpose of allowing you to portray the Shamans of the Mongols in your saga, either as player characters or non-player characters. But don’t let that limit you. You’re also encouraged to portray Shamans from other nomadic cultures and to depict isolated Shamans who have been cut off from their ancient ommunities by the Christianization of their people.
A final note: the rules here are adapted from Shamans: the Hidden Paths, a supplement for Ars Magica Third Edition published by White Wolf, now out of print.
Shaman Characters
Shamans are mystic companions, just like Volkhvy. The troupe may elect to allow a Shaman created under these rules to occupy either the companion or the magus slot for his player, though Shamans are powerful enough that the magus slot should be chosen most of the time. For other information on the sorts of considerations informing this decision, refer to the discussion of Volkhvy on page 54 and to Hedge Magic, page 31.
While Volkhvy are always tied to pagan communities, there is a little more flexibility for Shamans, though there should still be an explanation for their presence at the covenant. The most obvious explanation is for the covenant to be in the Novgorod, Rhine, or Transylvanian Tribunal. A Shaman could have heard about the Order and wish to join. A Shaman could have been spying on the covenant from the spirit world and been discovered. The troupe might have set up “business” in a village whose people expect Shamans to deal with strange creatures like magi.
One important fact to remember about playing most Shamans is that unlike Hermetic magi, Shamans are expected to interact with mundanes as spiritual intermediaries. This can create difficulties for Shamans who join the Order, but they are not imsurmountable. The Shaman’s village might be declared a covenant, for example, or you can play an untrained Shaman (as per the Flaw on the next page).
Character Creation
Characteristics
Shaman Characteristics may be generated either by the purchase method or by random rolls, as specified in ArM4.
Virtues and Flaws
Shamans may have up to ten points of Virtues and Flaws, just like other mystic companions. They may select from among any Virtues and Flaws available to other characters, with the elaborations and exceptions given below. When the costs of Virtues and Flaws differ between grogs, companions, and magi, Shamans always pay the magus cost. (In the lists given below, “ArM4” page references are to Ars Magica Fourth Edition, and “WGRE” references are to The Wizard’s Grimoire Revised Edition.)
The shamanic Gift marks all those who have it in some way, often physically, sometimes mentally. All Shamans must choose at least one Flaw from the following list.
Cursed (variable) (ArM4 46)
Delusion: (–1) (ArM4 47) A storyguide may rule that certain dangerous delusions are worth more than –1 for Shamans. Good examples of such delusions are that the Shaman’s personal spirits are angels or saints (–2), demons (–3), Jesus (–4), or Satan! (–5). Obviously, claiming to talk to Jesus or Satan can have grave consequences.
Disfigured (–1) (ArM4 47)
Dwarf (–4) (ArM4 50)
Evil Eye (–1) (ArM4 47)
Fury (–3) (ArM4 50)
Hunchback (–1) (ArM4 47)
Lame (–2) (ArM4 49)
Magical Air (–1) (ArM4 47)
Mute (–3) (ArM4 50)
Obsessed (–1 ) (ArM4 48)
Offensive to Animals (–1) (ArM4 48)
Prohibition (variable) (WGRE 66)
Sense of Doom (–3) (ArM4 50)
Terrors (–2) (ArM4 49)
Transvestite (–2) (WGRE 66)
The Shamanic Gift also imparts certain unique innate Virtues. All Shamans have the Gentle Gift (ArM4 page 34) at no cost. Other common Shamanic Virtues are listed below.
Animal Ken (+1) (ArM4 40)
Blessing (+1) (WGRE 64)
Empathy (+1) (ArM4 41)
Enchanting Music (+2) (ArM4 43) Withthe troupe or storyguide’s permission, this Virtue may describe ability in storytelling rather than music, with the same effects.
Entrancement (+4) (ArM4 45)
Gift of Tongues (+2) (WGRE 64)
Healer (+1) (ArM4 41)
Hex (+2) (ArM4 43)
Immunity (variable) (ArM4 40)
Magic Resistance (+4) (ArM4 46)
Outsider Trained in the Order (+2) (WGRE 61)
Purifying Touch (variable) (ArM4 40)
Visions (+2) (ArM4 44)
Weather Sense (+1) (ArM4 43)
There are a number of new Virtues and Flaws which Shamans (and only Shamans, except where noted) may purchase.
Well Trained (+1): Your master trained you exceptionally well. You have 5 extra points for purchasing Shamanic Powers. This Virtue may be taken only once.
Strong Fetch (+1): You bonded with an exceptionally strong Fetch. This spirit has a Magic Might of 30.
Ghostly Warder (+2): As printed in ArM4 page 81, except this Virtue is a +2 Virtue for Shamans, the ghost has a Magical Might of 15, and if it gets lost the Shaman may journey to the spirit world to try to find it again. This Virtue can also be taken if the Shaman wants his Fetch to be able to act and perceive in the mortal world like a ghostly warder.
The Sight (+2): This Virtue is a combination of Second Sight (ArM4 page 42) and Faerie Sight (Faeries page 133). This Virtue imparts the Exceptional Talent The Sight at an initial level of 1. This Ability allows you to perceive everything perceptible to characters with either Second Sight or Faerie Sight, and to see into and attempt to enter both magic and Faerie regiones. Shaman characters need not purchase this Virtue, as the Ability The Sight is included in their basic Abilities package (see below). It is included here because it is available to characters who purchase the Dreamer Virtue (see the insert to the right).
Stingy Master (–1): Your master trained you less thoroughly than most masters, so you only have 40 points with which to pur chase your Shamanic Powers. Weak Fetch (–1): Your Fetch only has a Magic Might of 20.
Untrained Shaman (–3): An untrained Shaman has come into his power without the benefit of another Shaman, and has trained alone with the aid of spirits. Such a Shaman is often chosen by spirits to be a Shaman. An untrained Shaman does not have the standard Shaman’s starting scores in Herbalism and Area Lore. In addition, untrained Shamans may not learn the Shamanic Power Ritual (and thus may obviously not select the Flaw Dependence on Ritual, below). Due to their close connection to the spirit world no untrained Shaman may take the No Fetch Flaw. This Flaw is common in Christendom.
No Fetch (–3): A Shaman with this Flaw is unable to bond to a Fetch. In addition to not having the advantages of a Fetch the Shaman has a bad Reputation 2 among other Shamans and members of his community.
Dependence on Ritual (–4): You must successfully use the Ritual Power to be able to go into a trance and use your other Shamanic powers.
Finally, you must purchase the +1 Virtue Free Expression (ArM4 page 41) if you wish to be able to purchase and use the Shamanic Power Alter.
New Virtue: Dreamer (+2)
When most people dream their spirits simply drift in the magic realm, unable to control their movements except in an unconscious way. You are aware of your dreaming and can control fully control your actions and movements while asleep. You are Gifted, but either lack the ability to be a full shaman or had the ability and inclination but never received training until your Gift had already solidified in this way.
You have the Travel Power, just like shamans do. You start the game with Travel 1, and may spend experience points to improve it just as shamans can. You can use Travel to travel to the Near Lands, return from them, hide within them, and do any of the Spirit World Activities described in this appendix. You can even take others along to the magic realm with you. You lack the Control, Alter, and Ritual Powers, and do not possess a Fetch. You may not attempt to awe or control spirits, though you may attempt to bargain with and persuade them. Even though you lack the Alter Power, you may attempt to alter your form in the Magic Realm, just as shamans do, by rolling 6+ on a stress die + Sta + Dreaming.
You have the same ability as shamans to communicate fully with all sentient inhabitants of the magic realm, but only in your dreams and trances. The +1 Virtue Versatile Sleeper allows a Dreamer to enter the magic realm at a moment’s notice. Any Dreamer who has the +2 Virtue Latent Magical Ability has the capacity to become either a magus or a Shaman with the proper training.
Dreaming may be purchased by any character except a Faerie Companion, because faeries do not dream like people do
Abilities
All Shamans begin with the following Abilities. Shamans may purchase additional Abilities using (age + 10) experience points.
Speak Own Language 5
The Sight* 4
Folk Magic** 3
Herbalism 3
Occult Lore 2
Legend Lore 2
Area Lore 2
- Since this Ability in included in this starting Abilities package, Shamans need not purchase the +2 Virtue The Sight.
- Folk Magic is an Ability described in Hedge Magic, page 56. Shamans use Folk Magic only for the operations described under “Additional Capabilities,” below.
Shamanic Powers
Shamans have four Shamanic Powers: Travel, Control, Alter, and Ritual. These powers are learned during years of apprenticeship. They are what allow Shamans to enter trances, journey to the spirit world, and affect spirits. Initial Power scores are pur chased just as Abilities are on a pyramidal scale. Beginning Shamans have 50 points to spend on these four Powers, though, as men tioned earlier, only Shamans with the Virtue Free Expression may purchase and use Alter.
Additional Capabilities
All Shamans can communicate freely with any inhabitant of the magic realm: ghosts, spirits, animal spirits, elementals, and so on.
Shamans are able to create potions and minor potions like those created by cunning-folk (see Hedge Magic, pages 34-36). They can also harvest and use wild vis as cunning-folk do (see Hedge Magic, page 36), using The Sight rather than Faerie Sight in the relevant formulae.
Auras give Shamans the same bonuses and penalties they give Hermetic magi. However, the affecting aura is the one where the Shaman’s body and soul reside, not where his spirit happens to be. For example, if a Shaman goes into a trance in a church with a Divine aura of +5, he is at –5 to all Shamanic Power rolls, even though his spirit is in the magic realm, which has a +10 magical aura.
The Spirit World
The spirit world is the source of magic, magic auras, and magic regiones. Hermetic magi refer to it as the magic realm. Shamans divide this realm into two separate areas, known to them as the Near Lands and Far Lands. This distinction is less useful to Hermetic magi, who disagree about its veracity and utility.
The Near Lands
Just as high level faerie auras and regiones connect directly to Arcadia, high level magic auras and regiones connect to the Near Lands. This is the domain of ghosts, elementals, magical beasts, animal spirits, and the spirits of dreaming mortals.
Magi and Shamans agree that, unlike Arcadia, places in the Near Lands often resemble corresponding locations in the mortal world. However, determining exact correspondences has proved difficult. Many magic realm informants are ghosts and spirits for whom the angle of the sun or the boundaries of France are not issues of burning importance. A human ghost, questioned by a magus as to the geography of the magic realm, answered:
“Yes, the sun rises here when I am walking, and sets when I am dreaming, though sometimes I do not know one from the other now. Was it always like that? No, I do not see churches here, though there are many pagan signs, and also many cities. I cannot find Rome, though I have looked, or perhaps it was the city of the velvet curtains and I did not recognize it because there are no crucifixes. I found a cathedral once, but inside it there was no priest and no sacraments, only a crazy woman wrapped in furs, shaking a tambourine.”
The same magus later summoned a spirit from the magic realm in the form of a white bear, which answered the same questions:
“The sun is bright in the warm time and dark in the cold time, as it should be. The ground is solid and white and drifting, opening into water wherever the food comes up to breathe and rest. There is a place with a great shining stone. It is not part of my place, so I know little about it. Small bears come there and shed their skins; they turn into something like newborn cubs, naked and shapeless, then grow skins again. I imagine they are tender when they do not have their skins, but I am not sure they should be eaten. What is a church?”
Physical geography in the magic realm is indefinite; no one has succeeded in mapping the spirit world. Most magi agree that different areas in the magic realm are places where different categories of spirits are resident, or that different areas correspond to different Hermetic Forms and Techniques. Likewise, Shamans have referred to the existence of a “place of wolves,” a “place of fires,” and so on. In any case, the physical parameters of the magic realm vary from place to place in a way consistent with the kinds of beings found there. Human ghosts tend to be found in areas that seem much like the human world, for instance, while the white bear spirit described a land of endless frozen waters.
Time, too, seems to be different in the magic realm. There have been no reports of sudden aging after a return from the magic realm. Rather, the effects of time seem to be only in the mind and spirit of the traveler. It is most common for a traveler into the magic realm to report that much more time seemed to pass within the magic realm than had passed in the mortal world in his absence. In this way, the magic realm seems to be experienced almost as a dream.
The Far Lands
The Far Lands lie beyond the Near Lands. The barrier between them varies in appearance, but it always exists — not necessarily as a solid wall, but always as some sort of gateway which prevents the passage of inappropriate travelers between the lands.
On the far side of the gateway, the spirit world is profoundly different. Time passes, but does not separate past, present, and future events. These coexist with dreams and legends. It is useless, even dangerous, to presume that “reality” is more powerful than “unreality” here, for in the Far Lands things that never were can be more solid than truths that everyone in the mortal world knows. In the Far Lands, it is not only possible to meet yourself, it is possible to meet a self that never was or one that might someday be. The behavior of objects in the Far Lands is quite unusual. Stones may float and creatures may climb down emptiness without falling.
The landscape is far from featureless. The ground is folded into hills and mountains and covered with patterns ranging from elaborate patchworks to stained glass to carved stones. Half-formed faces appear and disappear and ridges cross the landscape like the backbones of serpents. The ground itself may rise in plumes of sand or foam. Solidlooking surfaces may be as fine as paper or as insubstantial as water or mist. Lakes and rivers may be as solid as rock crystal. The difference between creatures and objects blurs, since everything in the Far Lands is an animate spirit, fully aware of its surroundings.
Nothing in the Far Lands is recognizable as having come from the mundane world, but everything evokes fleeting images of a memory or a dream in the mind of the viewer. Was the curve of that fissure the same as the unfolding fern leaves in the valley where I was born? Was the lost emerald of Abdul Aziz exactly that shade of green? Is this the endless library of my dream? Such thoughts can overwhelm the minds of inexperienced travelers, leading them to forget their purpose, their plans, and even their bodies.
Some magi propose that this portion of the magic realm is home to magi who have passed on into Final Twilight, but this has not been proven. Shamans believe that the spirits of insane mortals and the spirits of ancient and legendary Shamans reside in the Far Lands, as do numerous spirits which have very little connection to the mortal world.
Shamanic Powers
Ritual
Ritual describes a Shaman’s ability to increase the capacity of his Travel and Control Powers by entering a Ritual Trance.
To use Ritual, the Shaman first prepares himself. This preparation can take many forms: dancing, chanting, playing music, ingesting strong drugs, or some combination of those. Any interruption during this period will force the Shaman to begin his preparations over again. After an uninterrupted hour of preparation, the Shaman rolls a stress die + Sta + Ritual against an ease factor of 9+. If this roll succeeds the Shaman enters a Ritual Trance and may add his Ritual score to any single Travel or Control roll while in it. If the roll fails the Shaman may end the attempt or spend another hour preparing and roll again. This process may be repeated until the Shaman succeeds, gives up, or botches. On a botch, the Shaman may not enter a Ritual Trance for the next 24 hours.
Use of Powers which call for a trance (but not specifically a Ritual Trance) do not require a Ritual Trance. A non-Ritual trance can be entered with a few moments (10 Concentration score in rounds) of silent preparation with no rolls required. However, no Shaman may go into either sort of trance in a high stress situation such as combat without making some sort of Concentration roll. In the case of combat the ease factor would be 15+.
In all cases, going into a trance leaves a Shaman’s body totally helpless, unless it is possessed by his Fetch (see page 175).
Travel
Travel describes a Shaman’s power to go into trance and journey to the magic realm in spirit, and to find a particular being or location in the magic realm.
Times described in the sections on travel in the magic realm are given as they actually pass in the real world. These amounts of time may or may not have any correspondence to the time that appears to pass in the magic realm, at the discretion of the storyguide. For example, a Shaman who spends a mundane day in the spirit world may spiritually experience the passage of many days or only several minutes.
Travel in the Near Lands
To use the Travel Power a Shaman must first enter a trance. Then he chooses the destination for his journey and rolls a stress die + Per + Travel.
If the destination is one the Shaman has visited before, the ease factor for this roll is 9+. On a success, the Shaman arrives at the destination almost immediately. On a failure, the Shaman wanders aimlessly in the magic realm for one hour. After the hour is up, the Shaman may attempt the roll again or return to his body. On a botch (one botch die is associated with this roll), the Shaman’s spirit becomes lost in the Near Lands (see below).
If the destination is one the Shaman has not visited before (such as the nearest magic regio, the Shaman of a village heard of but never visited, or a ghost never met), the Shaman must roll 12+. On a success, the chart below is consulted to etermine the length of the journey. The consequences of failures and botches are the same as for familiar destinations.
Roll: Time Taken
12-13: 4 hours
14-15: 2 hours
16-17: 1 hour
18-19: 20 minutes
20-21: 5 minutes
22+: 1 minute
To journey to an unfamiliar destination, a Shaman needs some sort of connection to the destination or subject of the journey. If the destination is a person living or dead, the presence of a relative, direct descendant, lover, sworn enemy, or dear friend will serve as this connection. A Shaman may travel to a number of Near Lands destinations while in the same trance. Each new journey requires rolls just like the previous ones did.
Returning from any Near Lands destination takes the same amount of time the outward journey took, including any time spent wandering aimlessly. It requires no rolls, assuming the Shaman is not lost. Shamans may attempt to return more quickly than this, however. To do this, they simply make a normal roll for visiting a familiar location, with all the attendant risks of failure and botches.
Travel in the Far Lands
Journeying into the Far Lands is very difficult and dangerous. Once a trance is entered, the Shaman must roll a stress die + Per + Travel.
To visit a destination he has visited before, the Shaman must beat an ease factor of 12+. On a success, he arrives in an amount of time determined by consulting the table used for unfamiliar destinations in the Near Lands. On a failure, he wanders for three hours before either rolling again or returning to his body, as he wishes. On a botch (two botch dice are associated with this roll), he becomes lost (see below).
Even when journeying to familiar locations in the Far Lands, some connection with the destination is needed. In addition to the sorts of connections detailed in the section on travel to the Near Lands, a Shaman can attempt to visit any spirit of the Far Lands with which his bloodline or tribe has an hereditary allegiance. A Shaman may also attempt to visit any location or entity that is described to him in detail by a Shaman who has been there, or any entity or location which is described in detail by a storyteller who succeeds in a stress roll + Com + Storytelling of 12+.
To visit an unfamiliar destination in the Far Lands, a Shaman must beat an ease factor of 15+. On a success, the following table is consulted for travel time. On a failure, the Shaman wanders for six hours before rolling again or returning. On a botch (three botch dice are associated with this roll), the Shaman becomes lost (see below).
Roll: Time Taken
15-16: 4 hours
17-18: 2 hours
19-20: 1 hour
21-22: 20 minutes
23-24: 5 minutes
25+: 1 minute
Returning from any Far Lands destination takes the same amount of time the outward journey took, including any time spent wandering aimlessly. It requires no rolls, assuming the Shaman is not lost. Shamans may attempt to return more quickly than this, however. To do this, they simply make a normal roll for visiting a familiar location, with all the attendant risks of failure and botches.
Getting Lost
A Shaman who has become lost in the spirit world must make rolls to find his body again.
Each day, a stress die + Per + Travel must be rolled against an ease factor of 9+. On a success, the Shaman finds his body. On a failure, nothing happens; the Shaman wanders for another day. On a botch, not only does the Shaman not find his body, but he increases the ease factor of future rolls to find it by 3.
Other Shamans or dreamers (see page 169) may attempt to find lost Shamans by following the normal rules for traveling in the magic realm. If found by someone who knows the physical location of the lost Shaman’s body, a lost Shaman can automat ically find his own body (as long as the searcher is willing to tell him where it is!).
Every day a Shaman is out of his body, he loses one Body level. If a Shaman’s last Body level is lost in this way, his spirit becomes trapped forever in the magic realm.
Hiding in the Spirit World
Sometimes Shamans search for entities that do not wish to be found. If this is the case the hiding entity rolls a stress die + Travel or a stress die + (Might ÷ 5) and subtract this from the Shaman’s Travel roll. To make this roll, the entity must do nothing but hide in the spirit world for the duration of the Shaman’s search. Remember, if one Shaman hides from another Shaman both must be in trances and may do nothing but search or hide.
Spirit World Activities
Permitted objects of a Shaman’s searching in the spirit world include beings with Magical Might and people with the Gift. Storyguides must decide whether a given person has a strong enough Gift to allow contact in this way. Hermetic magi certainly do, as do other Shamans, Gruagachan (see Lion of the North), and mystic companions. People with Exceptional Abilities may or may not. The storyguide may wish to consult the Wizard’s Grimoire Revised Edition, page 36, for ideas.
Upon locating a being who is the object of his search, a journeying Shaman has a number of options.
First, he may converse with it. Such activities should be roleplayed by the player and storyguide.
Second, if the contacted being has a physical presence in the mundane world, it may allow the Shaman to share its mundane senses. In this case, the Shaman can sense anything the other being can normally sense in the mundane world. If the being will not allow this, the Shaman may only sense the being and any other magical places and beings within Near range.
Third, the Shaman may attempt to possess the being. In this case, the Shaman rolls a stress die + Sta + Control. He may add +3 if he has the Virtue Strong Will. This total is compared to either the victim’s Magic Resistance, Magic Might, or (Stamina + 5), whichever is highest. Magi gain the benefit of their Parma Magica, but not Form or Technique bonuses. If the Shaman’s total is equal or higher, he may freely use the being’s senses, but may not control the actions of the victim in any way. If the Shaman’s total is lower, he must roll a stress die + Sta of 6+ or lose a Fatigue level.
Fourth, a Shaman with access to the being’s perceptions (whether through possession or invitation) may attempt to control the being’s actions. In this case, both roll a stress die + Sta, with the Strong Will Virtue adding +3. If the Shaman’s score beats the victim’s score by 3 or more, the Shaman gains control for one round and the victim must roll a stress die + Sta of 6+ or lose a Fatigue level. If the victim’s score beats the Shaman’s score by 3 or more, the victim retains control for one round and the Shaman automatically loses a Fatigue level. If neither one wins by 3 or more the body falls down or thrashes about, uncontrolled by either. These rolls for control may be repeated as often as the Shaman likes, but a Shaman that loses all Fatigue levels is automatically returned to his body, unconscious. On the other hand, if a being under attack in this way drops to Dazed (–5), it may be controlled without further rolls until it recovers to Weary (–1). Controlled beings can be forced to use their innate powers as the Shaman wishes (for example, a dragon could be forced to breathe fire or a giant to lift something heavy), but learned powers and Abilities (such as the ability to work magic or to shoe horses) can’t. A Shaman uses his own learned powers and Abilities even when controlling other beings. For example, a Shaman who is controlling a magus who is attacked by bandits would use the Shaman’s Brawl Ability when dodging, rather that the magus’s Brawl Ability. When a possessed being acts, the fatigue penalties for both the Shaman and host body are summed for a single penalty.
If he’s traveled to a specific magic aura or regio, a Shaman may observe what is occurring within its boundaries in the mor tal world, since these locations are directly connected to the magic realm.
Guests
Shamans and dreamers may take others with them on their journeys in the Near Lands. To do this, a Shaman (or dreamer) may contact the spirit of any person he has ever met normally, as long as the person is asleep and dreaming. Follow the normal rules for contacting beings in the Near Lands. Once contacted, that spirit may accompany the Shaman wherever else he goes in the magic realm, until the Shaman leaves his trance.
A Shaman may contact and take along any number of beings in this manner. If a person planning to accompany the Shaman goes to sleep in contact with him, then the Shaman’s Travel ease factor is only 6+. If a number of people all sleep in contact with the Shaman, they can all be found on a single roll of 6+.
If a Shaman with guests becomes lost in the Near Lands, each guest can attempt to roll a stress die + Per against an ease factor of 9+ to find his body again. Guests who find their own bodies may aid others (the rest may roll again at +3). Once the Shaman finds his body he may automatically lead the rest back to their bodies without additional rolls.
Instead of traveling with a person he’s contacted, the Shaman may talk to the person, or even temporarily reshape the magic realm around the person to craft him a dream. For information on shaping portions of the magic realm, refer to the description of the Alter Power, below. Magi, dreamers, Shamans, and people who have dealt extensively with Shamans are likely to recognize that created dreams are not natural. They do so on a stress die + Per of 6+. Others less familiar with Shamanic powers only recognize this if they make a stress die + Per roll of 12+
Control
The Control power is used to make spirits do a Shaman’s bidding. There are three ways of getting a spirit or other magical entity to perform a service: Command, Awe, and Persuasion. Aid from spirits can take many forms. Answers to questions, aid in the spirit world, or even an appearance in the mortal realm are possible.
Spirits who still have some connection with the mortal world, such as ghosts, animal spirits, elementals, or spirits of places can materialize in the mortal world. However, any spirit who is linked to a particular place on the mortal world can normally appear only at that place, regardless of where the Shaman calling it is. For example, a ghost normally only appears where its body lies.
To cause a spirit linked to a place to appear somewhere else in the mortal world the Shaman must go into a trance in the place where he wishes the spirit to appear. After contacting the spirit (and convincing it to appear) the Shaman must roll a stress die + Per + Travel against an ease factor of 9+ to find an appropriate path for the spirit. Some spirits such as legendary spirits and ghosts who have been dead so long that their bodies have decayed into dust have lost their firm connections with the mortal world. A Shaman must roll 12+ to help them find a path into the mortal world. A Shaman who fails this roll (whether the ease factor is 9+ or 12+) may try again in another day. If the roll is botched the spirit breaks free from the Shaman and may appear anywhere it wants in the mortal world, or hide in the spirit world, depending on its preference.
Some spirits can appear anywhere in the mortal world at will.
No inhabitant from the Far Lands can appear in the mortal world (at least not through the use of the Control Power), since the connection between the Far Lands and the mortal realm is very tenuous.
Command
Commanding a spirit is the most direct approach to controlling it. Commanding a spirit means the Shaman pits his force of will against the Might of the spirit. The Shaman compares a stress die + Sta + Leadership + Control + (Might of any aiding entity such as a Fetch ÷ 5) to the Magical Might of the spirit to be commanded. The Virtue Strong Will gives the Shaman a +3 on this roll, and only one bound spirit at a time can aid a Shaman on this roll.
On a success or tie, the Shaman has control of the spirit, and may command the spirit to perform any single action or truth fully answer one question. On a failure, the Shaman fails to command the spirit but may try again. On a botch the Shaman may not try to command that spirit again for the next full lunar month. In any case, unless the Shaman succeeds by 10 or more, he must roll a stress die + Sta of 6+ or lose a Fatigue level.
Awe
When a Shaman awes a spirit, he attempts to impress it with his power so it will submit without a fight. To awe a spirit a Shaman rolls a stress die + Pre + Charm + Control and compares it to the Magical Might of the spirit to be awed. There are no bonuses or additions to this roll.
On a success or tie the spirit or entity will truthfully answer any number of questions which are not directly contrary to its interests, or will perform any one task which requires no risk and which is not against its interests. If the Shaman succeeds by 10 or more the spirit reacts as if it had been successfully commanded — the spirit has been completely awed.
On a failure, the Shaman may not try again to awe this spirit until after the next full moon, or until he has successfully commanded it. On a botch the spirit loses all respect for the Shaman, and he may never attempt to awe it again.
Some spirits and magical entities, at the storyguide’s discretion, are by their very nature immune to awe.
Persuasion
The best way to gain help from powerful spirits is to offer a service to the spirit in return for a favor. For example, to gain the aid of a powerful spirit that is the guardian of a different tribe, a Shaman might offer to aid that tribe. He might offer to bring a message from a ghost to its living relatives, to avenge its death, or to write a song commemorating its memory.
When a Shaman wants to persuade a spirit, he must roleplay with the storyguide, who decides exactly what the outcome will be depending on the situation.
Alter
The Alter Power is used to alter the magic realm directly by creating objects that are connected directly to it. The Alter Power may only be purchased and used by Shamans who have the +1 virtue Free Expression. Furthermore, every Shaman who uses Alter must also buy a Craft Skill which forms the physical basis of the Alter power. This Skill can be anything: woodcarving, tattooing, metalwork, and stonework are only some of the possible options. This Craft Skill is used together with the Alter power to create a physical object which is the physical manifestation of the change the Shaman has created in the magic realm. If the Shaman has several Craft Skills the Alter power may be used with each of them. The only restriction is that a Shaman must have a score of 2 in any Craft Skill used with the Alter power.
Binding Objects
The most common use for the Alter power is to create objects which can house spirits the Shaman has successfully con trolled. These dwellings, called Binding Objects, are often small charms or tattoos on the Shaman’s body. To make a binding object for a spirit the Shaman first declares the maximum Might of a spirit which can be housed in the object. Once that’s done, he must roll a stress die + Dex + Craft Skill + Alter. If the roll meets or exceeds an ease factor of 15 + (Maximum Might to be housed ÷5), it is successfully created as long as the Shaman spends one pawn of vis (wild or ordinary) for every 5 points of Might to be housed. This vis is often physically incorporated into the object. A failure wastes the time and materials. On a botch, the failure is not readily apparent, but the first spirit asked to enter the dwelling is so horrified or insulted that it breaks free from the Shaman’s control and flees or attacks.
A successfully created Binding Object will house any spirit which enters it, regardless of the means of getting it there. The spirit is held in the object until the holder of the Object voluntarily releases it.
If a Binding Object is exceptionally well made, with a roll of 21 + (Might ÷ 5), low to moderate power spirits (Might 5-20) can sometimes be talked into voluntarily choosing such a beautiful dwelling. Also, when making a Binding Object, every three points above 21 + (Might ÷ 5) add +1 to rolls for making a spirit return to this object once it has been bound and released.
Upon releasing a spirit from a Binding Object, the holder of the object may ask one service of it. The spirit must try to complete this task to the best of its ability, return, and report on the success or failure of its task. To make the spirit return to the binding object once the service has been completed the Shaman must again control or awe the spir it.
Bound spirits in a Shaman’s possession can count as helping spirits for purposes of Control rolls (see page 173), though using a spirit for this purpose releases it. However, a Shaman may only communicate with one bound spirit at a time, so only one bound spirit at a time may aid the Shaman in Control rolls. Since the Binding Object is magically connected to the magic realm the Shaman can access this object while journeying in the magic realm.
Anyone who touches a Binding Object inhabited by a spirit may communicate with the spirit inside, regardless of differences in language. Thus, a spirit in a binding object may serve as a source of information to the holder, though the spirit is free to ask a price for its knowledge — often its freedom.
Spirit Links
A Shaman can create a link between a spirit from the Far Lands and the mortal realm. To make such a link, the Shaman must first convince the spirit to have contact with the mortal world. Usual attractions are aid from the Shaman or worship by the Shaman’s group.
These link are usually created as stories which tell of how a spirit came to inhabit a mortal place such as a mountain, stream, or forest. To create such a link the Shaman must roll a stress die + Com + Storytelling + Alter. If the player of the Shaman invents an appropriate myth, he receive a bonus of +1 to +3 on this roll. If the roll is equal to 18 + (Might ÷ 5) the spirit link is created. On a failure, it is not. A botch greatly offends the spirit. A myth of this type takes a Shaman at least a week to create, and the storyguide may decide that it takes as long as a season to create the myth and tell it to enough people to make it take hold.
Once created, a spirit link will endure until both the story and the physical link (the mountain, stream, or whatever) are gone from the world. The existence of such a link gives the place a magic aura or regio (storyguide’s choice). It is impossible to create such a link on ground which is already an area of Divine or Infernal power.
Shaping the Magic Realm
A Shaman may use the Alter Power to change his appearance in the magic realm, taking on the form of an animal or some other being. To do this a Shaman must roll a die + Sta + Alter of 6+. This roll is simple for ordinary Shamans and stress for untrained Shamans. A botch gets the Shaman stuck in an undesired form for the duration of his journey.
Shamans can also use the Alter Power to actually reshape portions of the magic realm. To do this the Shaman must roll a stress die + Com + Storytelling + Alter. The ease factor is 18+ if the section of the spirit world is relatively unpopulated and the changes are not drastic (for example, changing a meadow into a grove of trees). More extreme changes are more difficult. If there are spirits inhabiting the area in question, they may roll a stress die and add their summed Might ÷ 5. This result is then subtracted from the Shaman’s roll.
The Fetch
All Shamans have one additional advantage, a Fetch. A Fetch is a spiritual ally of the Shaman who helps him work in the spirit world. Once an apprentice Shaman has finished all training he must journey into the spirit world and return with a Fetch. Thus, possession of a Fetch is the mark of being a fully trained Shaman. Normal Fetches have a Magic Might of 25. A Shaman can have a more powerful Fetch by taking the virtue Strong Fetch, or a weaker one by taking the Flaw Weak Fetch.
The Shaman’s Fetch can take many forms. For some the Fetch is a spiritual double, for others a totem animal, the spirit of an ancestor, or the spirit of a deceased Shaman. Rare Shamans have more then one Fetch, usually 2 or 3 totem animals or spirits. In such cases, the Fetch’s Might is divided up between these spirits.
The type of Fetch a Shaman has determines where in the magic realm he appears when he goes into a trance. A Shaman who has a wolf spirit for a Fetch will appear in the local place of wolves, while a Shaman with a ancestor as a Fetch will often appear in a place which strongly resembles the ancestor’s homeland. A Shaman who has a spiritual double for a Fetch appears in a place in the magic realm that is replete with objects and beings of personal significance to the Shaman.
A Fetch has 15 experience points to spend on Social Talents, Social Skills, and Knowledges; most of these Abilities focus on the magic realm. A Fetch cannot journey in or even perceive the mortal world unless the Shaman purchases the +2 virtue Ghostly Warder and designates their Fetch as the warder.
A body without a spirit (such as the body of a Shaman traveling in the magic realm) can occasionally be possessed or influ enced by other spirits. Shamans can normally displace such invaders by returning to their bodies, but they are answerable for the body’s actions. To prevent this problem, or to act physically while absent, a Shaman may allow his Fetch to take control of his vacant body. Once in control the Fetch is capable of fully perceiving and interacting with the world. However, the Fetch may only use its own Abilities, and its own Intelligence and Perception, not the Shaman’s.
Fetches are natives of the magic realm; they are not familiar with the mortal world. Nobles, the church, and wild animals are all new to a Fetch. Even more importantly, basics like fire, hunger, night, pain, and physical combat are new. A normal Fetch is at –3 to all social and knowledge rolls involving the mortal world, including rolls made while possessing the Shaman’s body. Fetches who are Ghostly Warders do not suffer from this –3 penalty. However, even a Fetch who is a Ghostly Warder has had no recent experience with having a physical body which needs to eat and bleeds if cut. Fetches do learn from experience, and receive experience points as the storyguide deems appropriate. With practice a fetch may learn at least some of the basics of interacting in the mortal world.
While in the spirit world, a Fetch can journey and report on conditions there and carry messages to and from spiritual allies of the Shaman. Fetches can also journey into magic regiones and auras and report on conditions there, but they are natives of the spirit world, and so their reports on conditions in the mortal world are often unreliable. Fetches who are also Ghostly Warders tend to give more reliable reports, but are less familiar with the spirit world.
A final, important function of a Fetch is to protect the Shaman from magical attacks. As long as the Fetch is present, the Shaman has Magic Resistance equal to the Fetch’s Spirit Might. The Shaman only has access to this Magic Resistance in the mortal world. A Shaman has no such protection in the magic realm, though a Shaman who leaves his Fetch guarding his body leaves this protection intact upon it.
Most importantly, a Shaman’s Fetch is his close friend and near-constant companion. This is a great boon in the lonely life of a Shaman. In many ways the relationship between Shamans and their Fetches is very similar to that of magi and their familiars.
Typical Shaman and Fetch
Typical Mongol Shaman
Characteristics: Int +2, Per +1, Pre +1, Com +1, Str –1, Sta 0, Dex 0, Qik +1
Gender: Male
Age: 55
Size: 0 Afflictions: Arthritis 1, Withered Arm 3
Personality Traits: Ruthless +3, Discerning +4
Reputations: Evil +2, Everywhere
Weapon: Dagger Init +5, Atk +3, Dfn +5, Dam +2, Fat +2
Soak: +7
Fatigue levels: OK, 0, –1, –3, –5, Unc.
Body levels: OK, 0, –1, –3, –5, Inc.
Virtues: Knack (Riding) +1, Magic Sensitivity +1, Visions +2, Gift of Tongues +2
Flaws: Disfigured (Ritual Scars) –1, Vow (Loyalty to the Great Khan) –2, Useless Arm –2
Abilities: Animal Handling (Horses) 2, Area Lore: Mongolia (Geography) 3, Area Lore: Persia (Geography) 2, Area Lore: Russia (Geography) 2, Awareness (Alertness) 2, Bowmaking 1, Brawling (Dagger) 1, Hunt (Tracking) 2, Occult Lore (Demons) 2, Magic Theory 2, Legend Lore (Mongolian) 4, Storytelling (Epics) 4, Chirurgy (Binding Wounds) 3, Magic Sensitivity 3, Ride (Long Distance) 2, Scribe Mongolian (Spiritual Matters) 5, Speak Mongolian 5, Speak Persian 3, Speak Russian (Ryazan Dialect) 2, Survival (Steppe) 3, Weather Sense 3
Powers Shamanic: Travel 7, Control 8, Alter 6, Ritual 7
Equipment: Daggers
Load: 0
Encumbrance: 0
Typical Mongol Fetch
Type: Ancestral Spirit
Magic Might: 25
Characteristics: Int 0, Per 0, Pre 0, Com +1
Personality Traits: Cunning +2
Abilities: Bargain 3, Intrigue 3, Occult Lore 2
Shamans in Sagas
Aging
Though Shamans have much of the power of magi, they lack the gift of prolonged life. There are some spirits which have the power to slow aging by lengthening the amount of time between aging rolls by up to five years per roll. Contacting such spirits and convincing them to do this, however, is a difficult task, to be adjudicated by the storyguide depending on the needs of the story and the circumstances of the Shaman in question.
Experience
Shamans gain and spend experience points to improve their Abilities like any other characters.
The four Shamanic Powers can be increased with experience points, just like Abilities (though they are not strictly speak ing Abilities themselves). Story experience and Practice experience (see ArM4 pages 186-7) may both be used for this purpose.
In addition, Shamans can improve their Shamanic Powers by studying with other Shamans or spirits (though they cannot study with their Fetches). To learn from another Shaman over a season, the student generates a study total equal to the tutor’s appropriate Power (the one being taught) + the tutor’s Communication + the student’s Intelligence + the student’s Concentration. A Shaman may not learn from another Shaman whose relevant Power score is lower than his own. To learn from a spirit over a season, the study total is the spirit’s (Might 15) + the student’s Intelligence + the student’s Concentration. In either case, the study total is divided by five and rounded up to determine how many experience points are gained in the season. A maximum of three experience points can be gained in this way in a given season. Remember, Shamans and spirits will want recompense for a season spent teaching. Money may work for Shamans, but spirits usually have other needs.
The Mongol Shamans
Genghis Khan used the Shamans as gatherers of military information. The spirits at their command could infiltrate over great distances. Pressed to provide further aid, some of his Shamans devised new magical methods of aiding his military forces. Opponents were deluded into making startling blunders, lead astray by false messengers, and driven mad by morale-sapping nightmares. Magical power was used further to help break down the defenses of Peking and Samarkand, spy out routes through the Kizil Kum desert and the Carpathian Mountains, and spark plots among Mongol enemies. Above all, Mongol Shamans held off the assaults of enemy sorcerers and took charge of expeditions to root out and destroy magical resistance in conquered lands. Captured foreign wizards were placed under the Shamans’ supervision and forced to labor like other captive artisans for the Mongol victory
Magical Slaves
The Mongols have discovered that captive sorcerers make useful but dangerous slaves. Wherever possible they carefully spy on any sorcerer they hope to take captive. They will want to know how useful, how dangerous, and how vulnerable the sorcerer might be. They like to have a firm hold on the sorcerer’s loyalties. Friends, relatives, and companions make good hostages. Alternatively, if a sorcerer has no visible weaknesses and dangerous personal abilities, the most expedient method of dealing with him is assassination.
Some Shamans are rumored to have very unusual powers. It is said they can draw a man’s heart out of his body and hide it away. In this case his life would quite literally be in their hands. Worse still, there are vague whispers among those who see the Infernal in every dark shadow that they can do the same thing to his soul. If such an abomination were true it would give them hideous power over their victims.
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