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REVISED SHAMAN RULES FINDING SPIRITS To find a spirit, the shaman discorporates and goes onto the spirit

plane. The trip takes 1d6 hours under most circumstances. The shaman states what type of spirit he seeks, and attempts a Spirit Travel skill roll. His chances of success are reduced by the spirit's difficulty factor. The shaman can spend !s when starting the search to increase his chances of success. "ach ! spent for this purpose adds 1 percentile to his Spirit Travel. To figure a spirit's difficulty, use the following guidelines #note that a gamemaster is at liberty to alter difficulty to suit his campaign$% "ach die #normally a d6$ in the spirit's !s acts as & difficulty. 'f the spirit has a bonus to its ! die roll, add the full bonus to the base difficulty. (or instance, a spirit with 1d6)6 !s has a base difficulty of & ) 6 * + #& for the 1d6, and 6 for the )6$. , ghost with !-. /d6 has a base difficulty of 10. Take the base difficulty as figured in step 1 and multiply it by a factor based on the spirit's rarity level to get the final 1arity. Rarity 2ommon 3ncommon 1are 4ery 1are Difficulty multiplier 1 0 / 5

Example: Mugumma the shaman goes to the spirit plane and decides to seek a Hellion. Hellions have MP 3d ! " for a #ase difficulty of $%. &ecause Hellions are Rare" this is 'uadrupled ( total ). Mugumma*s +pirit ,ravel skill is only -" and he doesn*t .ant to spend his time trying to roll )- or less on $d$))" so he spends $/ MPs 0from his fetch1 to increase his chances" to 23. 4t the end of the $d hours" he makes a +pirit ,ravel die roll" and fails" rolling 35. 6o. he must take another $d hours to try again. 6our chance of success can be modified by looking in an appropriate area. These areas sometimes are due to strong effects on the undane !lane such as ghouls can be found in graveyards, ghosts are more fre7uent in areas where large battles recently occured, as well as violence, hatred, fear etc. spirits, even other shamans looking for the same or cleansing the area of them because it is their protected area and they do not want their people attacked. Temples are also a great source of spirits, though more risky. +pirit ,ravel skill roll success result critical a rare or unusual spirit found. ,lternately, a spirit node found . ,lternately, a perfectly friendly spirit of the type desired is encountered, willing to do what you want. special Spirit node found. success desired spirit found. failure Spirit not found. ,nother attempt must be made. fumble The wrong spirit is found. 4ery wrong. 8ang. Spirit Rarity Here is a pre9calculated list of rarity for selected spirits. +pirit ,ype "lemental :host 'ntellect agic !ower Spell Spell Spell Spell specialty 8isease Healing !assion .raith 2honchon :houl Hellion =ymph oread )16 1une Spell 1une Spell Rarity 6otes & per d6 !-. #common$ 10 #common$ 6 #common$ 10 #common$ + #common$ & per d6 !-. #common$ typically 1d6 !-. per pt in the spell. 6 per d6 !-. #uncommon$ ritual, 2ontrol, or unusual 8etect 10 per d6 !-. #rare$ unusual ritual, variant #Toothsharp, (rostblade$, cult specialty 0/ per d6 !-. #very rare$ significant variant #ranged Heal, variable (ireblade$, uncommon cult;s 0/ 0/ 0/ 0/ #uncommon$ #uncommon$ #uncommon$ #uncommon$ /0 #rare$ &< #rare$ /0 #rare$ 0/ ) modifier #rare$ &6 ) 10?pt @0 ) 0/?pt #rare$ #very rare$

modifier * auloniad >, dryad )16, hag )0<, limoniad )0<, naiad )15, common divine magic cult specialties #impossible if god has no presence in area$

Aad an 0/< #very rare$ 8reamwraiths 0/ per d6 !-. #very rare$ impossible outside "ast 'sles Hollri 1// #very rare$ impossible too far from glaciers #avg * 6d6 !-.$ Brarshtides 6< #very rare$ Spectres 0/ per S'C #very rare$ Sorcery spell @0 )1?pt #very rare$ impossible outside sorcery9using lands 7ther Rarity factors D if a spirit is otherwise typical, but has some strange feature in its nature, its rarity factor is increased a level. (or instance, a 1age passion spirit is 1are instead of 3ncommon, as is a .raith that attacks !-. instead of ST1, 2-=, or '=T. , stone nymph is 4ery 1are, not Eust 1are. The vicinity being searched affects rarity. 't may make contacting a spirit easier by one level of rarity, or more difficult by one, or even two levels. -r it may make contacting the spirit totally impossible. "Fample% a tree spirit is normally uncommon. .ithin a maEor forest, these would be common. -n the other hand, in the .astes it would be rare. ,top 4alind's glacier it would be very rare. ,nd in the middle of the ocean, hundreds of miles from any land, it would Eust simply be impossible. ,s another eFample, a troll spirit could not be found in the "ast 'sles. , weaker version of the spirit sought is one degree less common, regardless of the degree weaker that is sought. "Fample 99 a ghost is typically !-. /d6 for a 1arity of 10. To find a !-. &d6 ghost, the shaman increases rarity to uncommon, for a total 1arity of 15. Some spirits cannot be found in weaker versions. ,ll Brarshtides are at least 0d6)10 !s. The Aad an is always !-. 1<d6. Nodes These are sites that create, attract, or imprison spirits. , shaman can always revisit a previously9known =ode, unless he is far from it. Overall Affinities 1d8 result 1 roll once on the "lement table 0 roll once on the !ower table & roll once on the (orm table / roll once on the "lement, and once on the !ower table G roll once on the "lement, and once on the (orm table 6 roll once on the !ower, and once on the (orm table @ roll once on each table. 5 combination% roll twice and combine #this is the only way you can have two !owers or "lements in a single node$. 'f another H5H is rolled, add and roll again. 1d8 Element 1 8ark 0 .ater & "arth / Sky G Storm 69@ local dominant J 5 reroll on 1d6, picking a subrune of the chosen element JJ 1d10 Power 1d6 Form 1 2hange 1 Aeast 0 Stasis 0 2haos & Harmony & an / 8isorder / !lant G Iife G Spirit 6 8eath 6 1oll twice more, combining results @ Truth 5 'llusion +91< -ther 1une #pick any, even a non9!ower 1une$

J choose the element which seems most manifest in the vicinity. JJ for eFample% if Sky is rerolled, select Iight or Heat. Example: the shaman &adthum# has encountered a node on the spirit plane. He rolls $d/ to determine its affinities" rolling a : Po.er and 8orm. He then rolls $d$) on the Po.er ta#le" receiving a - (( hmm. 97ther Rune9. ,he gamemaster thum#s idly through :ods of :lorantha" looking for something interesting" and decides to apply the Dragone.t Rune. He then rolls a 5 on the 8orm ta#le; 9Plant9. Dragone.t ! Plant< =nteresting. ,he gamemaster thinks some more. JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ SHAMANIC SKILLS 2"1" -=6 #magic% <GK$ "ach melee round spent in 2eremony increases the shaman's chance to cast a spirit spell by 1<K #note% simplification from original rules$. , ritual magic re7uires an hour of 2eremony for each 1< percentile increase. S!'1'T I-1" #knowledge% <K$ This is the shaman's chance to know something about a spirit encountered, such as its affinities, abilities, or what will appease or drive it away. Spirit Iore cannot be increased by eFperience. , non9shaman can learn this skill. S!'1'T 8,=2" #magic% !-.K$ :overns a discorporate shaman's ability to navigate the spirit world and track down specific spirits. 't can be increased by eFperience, but no non9shaman can learn this skill.

JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ STANDARD SHAMAN BENEFITS The Fet h .hat is the fetch> The fetch may be a number of things, depending on the mystical tradition of the shaman. 't might be one of the shaman's own ancestors, or a totemic spirit. 't might even be a spirit double of the shaman, somehow evoked from his subconscious. ,mong non9humans, it might be a premortal monster, an unborne spirit, or a fragment of ,ldrya's overmind. .hatever the source, it is certain that the maintenance and evocation of the fetch is dependent upon something within the shaman 99 a special organ, a new bone, a secret name. .hatever the source, every shares many things in common, and yet every fetch is different. The fetch provides !-. and magic points to the shaman. 'ts magic points are always accessible, and its !-. can be sacrificed at will. , 8ivine 'ntervention can be paid for partially or wholly with the fetch's !-. #but the die roll is still based on your own !-. alone$. The fetch's !-. does not rise on its own, but is increased only by sacrifice to it. The fetch's !s regenerate at the normal rate, in parallel to the shaman's. 'f the fetch's !-. is 0/, it regains 1 ! per hour, regardless of the shaman's !-.. The fetch shares the shaman's '=T, and can act and react as Eust as can the shaman. However, this fetch's H'=T9 e7uivalentH is not able to memoriLe spells, as it is Eust another side of the shaman. !layers irretrievably tainted by the modern view of things may be helped in comprehending the fetch by the eFamples of the HIeft Arain?1ight ArainH or H2onscious ind?SubconsciousH dichotomies so famous today. .hile the fetch is not the 1ight Arain, nor the subconscious, it is a parallel type of being 99 another side of the shaman. .hen the shaman is discorporate, things the fetch sees and does are not made aware to the shaman until he returns to his body. However, the fetch is privy to all that the shaman is eFperiencing and doing and can communicate this knowledge to others. .hen the shaman is not discorporate, the fetch is present on the spirit plane, and both parties are fully aware of everything that the other is doing. Se o!d Si"ht , shaman automatically has permanent Second Sight, as per the spell. This means he can see other people's !-., and tell whether their !-. is about the same as his, five or more points less, or five or more points more. .hen looking at a shaman he sees both the shaman's spirit and the shaman's fetch. He can see !-. in the dark. "Fample% Temuchin the shaman has a !-. of 1@. He can tell whether a target has a !-. of 10 or less, 1&901, or 00), but cannot Lero in closer than that unless he chooses the ability of enhanced Second Sight. Dis orporatio! , shaman, by doing a successful Summon roll and taking an hour, can free his spirit from his body and enter the Spirit !lane. His fetch stays behind to watch over his body. He can stay on the Spirit !lane as long as he wants, but there is, of course, danger from the inhabitants thereof. ,lso, his body can starve to death. Ay casting 4isibility, the shaman's spirit can manifest on the mundane plane, and engage other individuals in spirit combat. 't has an apparent S'C e7ual to its !-.. .hile the shaman is gone, the fetch can cast any spells the shaman know, automatically succeeding, and with a 8"M S1 of 1. The fetch normally has a high !-., so its spells are to be feared. 't can also release spirits trapped within it or contained on the shaman's person. The fetch can communicate in the shaman's absence by the use of indspeech or similar spells. .hile the shaman is discorporate, neither he nor the fetch regenerate any !s. Spirit De#e!se The shaman can draw !s from the fetch at will, to replace his own, even during spirit combat. 'f an attacking spirit comes solely from the spirit plane, he can intercept it with the fetch, and have the fetch fight it instead of him. However, if the shaman is discorporate, the fetch cannot intercept an attacker. #but he can afterwards$. 'f a discorporate shaman loses a fight on the spirit plane, his soul automatically retreats to his body, accompanied by the victorious spirit. .henever he wants, he can re9attack a spirit possessing him and try to overcome and dispel it. .hen a spirit that is possessing the shaman is defeated in spirit combat, it is immediately eFpelled to the spirit plane. JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ THE TASKS $F A SHAMAN Shamans are eFpected to perform a number of Eobs in the community, for which they are, of course, fed, protected, and honored. E%or is&' those possessed or covertly possessed with evil spirits are brought to shamans to be cleansed. , shaman can cast out an evil spirit in a number of ways. 'f the target is overtly possessed, the shaman can cast out the evil spirit by using his own overtly9possessing spirit, or by 8iscorporating, casting 4isibility, and engaging the enemy spirit himself in spirit combat. 'f the target is covertly possessed, the task is more difficult. =ormally the shaman will need to send a special curative spirit into the target to heal him. Spe(( Tea hi!"' shamans have access to spell spirits, and are often hired to teach spells to others. )orship' shamans are called to tend to the spiritual welfare of their people. Some deities permit limited shamanism among their worshipers, or are primariliy shamanic gods. JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ SHAMANIC ABILITIES AND TAB$$S

ost abilities and all taboos are always in effect. 'f a shaman wishes to gain a new ability or taboo, he must contact a :reater "ntity. A*i(ities The very first ability a shaman takes is free. Ay sacrificing 1 point off any stat, a shaman may receive another level of an ability. The third level costs him 0 points #for a total of & points so far$. The fourth level costs & points, and so forth. , point of '=T counts for & times as much as any other stat. Example: >hen &ottasin the shaman formed his fetch under the Horned :od*s tutelage" he got 0for free1 a level of Possession. ?ater" he sacrificed $ P7> to add another level. Much later" he contacted his tri#e*s 4ncestor" and sacrificed 2 +=@ for a level of Mind Expansion" then 3 DEA for another level. 8inally" he sacrificed $ P7> and $ =6, 05 pts .orth of stats1 for a third level of Possession. Ta*oos .hen a shaman takes a taboo, his ability cost is HresetH. That is, the neFt ability level he takes only costs 1 point, then 0, and so forth. Example: &ottasin*s last shamanic level cost him 5 stat pts. He no. contacts 7akfed and takes the ta#oo 9never extinguish a fire9. He then takes a second level of Mind Expansion" .hich is free. A*i(ities' 2onceal (etch #rare$ 2ure 8isease Hide Soul agic ,ttack agic 8efense ind "Fpansion !ossession Second Sight #enhanced$ Self91esurrection Show Spirit Soul "Fpansion Spell Aarrage Spirit ,ffinity Spirit 8efense Spirit astery Spirit Trapping 2-=2",I ("T2H D This rare ability is known only to a few secretive sects, such as Alack (ang. "ach level of 2onceal (etch conceals the fetch's presence from one selected form of magical vision or spell. =ormally, Second Sight is chosen as the first level, with ystic 4ision and Soul Sight making up the second and third levels. 231" 8'S",S" D Ay laying his hands on a diseased individual, the shaman can spend 1 ! per level. "ach ! lets him roll 1d6, matching the total vs. an infecting spirit's !-.. 'f the shaman wins, the spirit is eFtracted, usually in the form of a stone, bit of fluff, or small bloody organ. The shaman can either eFile the spirit into the :rey Cone, or trap it within his fetch or a Ainding. 'f the sick person does not have a disease spirit, then instead the shaman adds his 1d6? ! to the target's neFt roll for disease resistance. H'8" S-3I D ,llows the shaman to hide from an enemy spirit, if not already engaged in spirit combat. The shaman then eFpends up to 1 ! per level. "ach ! lets him mask his presence from 1< !s the enemy spirit has. Thus, a single ! would protect him against any number of enemy spirits with no more than 1< !s each. , sensory spell such as Second Sight, 8etect "nemy, etc., cancels out an e7ual number of Hide Soul levels. "Fample% a shaman with Hide Soul & spends & !s to hide from an evil wraith. This guards him from up to &< !s, so the wraith, with 1@ !s, cannot see him. The wraith is suspicious, and casts Sense Iife #'ntensity 0$. The shaman's Hide Soul can now hide only from up to 1< !s. Since the wraith's !s are 1@, it can see him clearly and attacks. ,:'2 ,TT,2B D "ach level adds )1 to the shaman's effective casting a spell. ,:'2 8"("=S" D "ach level adds 1 to the shaman's effective !s for the purpose of overcoming a foe's !s when

!s for the purpose of resisting an attack spell.

'=8 "M!,=S'-= D "ach level gives the fetch &d6 pseudo9'=T for the purpose of memoriLing spells only. !-SS"SS'-= D .hile any shaman can discorporate and engage other folks in spirit combat, this ability lets the shaman actually take over the body of a possessed victim, and control him as he sees fit. 'f the victim is killed while the shaman is in possession, the shaman's spirit immediately returnS to his own body, and he takes 1d6 :H! damage. The first level lets you possess members of your own species. The second level lets you possess any creature with the same hit location as your species. "ach subse7uent level lets you select a new hit location table which you are able to use. !-."1 .'TH'= D Take 1 melee round and concentrate, gathering your inner strength. ,t the end of the round, you lose

1 hp and 1d6 fatigue, and receive one of the following bonuses% ! e7ual to the rolled fatigue loss #i.e., 1d6$. )1<K to your chance of success in spellcasting spirit spells for the neFt 1< melee rounds. The ability to cast any 19point non9cult9special spirit spell that you do not have memoriLed. This must be the neFt spell you cast. ,dditional levels of !ower .ithin let you sacrifice correspondingly more hp and fp. Thus, a shaman with & levels could choose to lose up to & hps and &d6 fatigue, and gain either &d6 mp, )&< to his spellcasting chance, or knowledge of any &9point spirit spell for a one9time casting attempt. S"2-=8 S':HT #enhanced$ D This gives the shaman additional abilities for his innate Second Sight power. "ach level lets you choose one ability from the following table% 1$ distinguish !-. within a range of G plus or minus the shaman's !-.. #i.e., with !-. 16, he can see 19G, 691<, 1191G, 16, 1@901, 00906, etc.$ 0$ 2an identify target's eFact !-. Nonly if H1H is takenO &$ distinguish !s within a range of 1< plus or minus the shaman's !-. /$ distinguish !s within a range of G plus or minus the shaman's !-. Nonly if H&H is takenO G$ 2an tell if an individual knows any spirit magic. 6$ 2an identify the eFact spirit spells cast on an individual @$ 2an tell if an individual knows any sorcery Nonly if HGH is chosenO 5$ 2an tell if an individual has any Sorcery skills beyond 'ntensity Nonly if H@H is chosenO +$ 2an tell if an individual knows any 1une magic #only if HGH is chosen$ 1<$ 2an identify the deity providing any 1une spells cast on an individual Nonly if H+H is chosenO S"I(91"S311"2T'-= D The shaman can heal himself and return from the dead. To do this, the shaman must heal himself up to 1 positive hit point 99 however, it costs !-. rather than !s to heal himself in this way. This takes an amount of time e7ual depending on the levels of Self91esurrection the shaman has. Level Limit 1 a season #5 weeks$ 0 a week 6 & a day @ / an hour 5 Level Limit G a minute a melee round your 8"M S1 a single S1

SH-. S!'1'T D This eFposes discorporate spirits, making them visible to others. To do so, the shaman spends up to 1 ! per level. , single ! causes all spirits within his fetch's !-. in meters to become visible as vague, half9unseen shadows. "ach additional ! either increases the radius by the fetch's !-. in meters or heightens the spirits' visibility, according to the following table% MPs Visibility 1 -nlooker can see a particular spirit in some detail with a Search roll 0 ,ll spirits easily and clearly visible. & !-. of all discorporate spirits visible as per Second Sight. / "Fact !-. of all discorporate spirits visible S-3I "M!,=S'-= D "ach level of Soul "Fpansion adds )1 to the shaman's species maFimum !-.. This improves his chance to increase !-. by eFperience. S!"II A,11,:" D "ach level of Spell Aarrage allows the shaman to throw one additional spirit spell simultaneously. ,ll spells cost the full ! amount. The S1 is e7ual to the shaman's 8"M S1, plus the !s spent, and all the spells go off simultaneously. -nly one die roll for success is made and either all spells succeed, or all fail. 'f multiple attack spells are aimed at a single target, the shaman Eust makes a single ! vs. ! roll to see if he was affected by all the spells at once. ultiple targets must all be visible to the shaman. 'f the shaman gets a critical success or a failure when casting, he only spends 1 !, regardless of the number of spells. 'f the shaman has an ability to manipulate spirit spells #such as Iunar agic$, he may do so at the same time. S!"II "MT"=S'-= D The shaman can eFtend the duration of spirit magic spells. (or each level of this ability, the shaman may maintain one spell. The shaman must dedicate a source of !s to each eFtended spell, whether from a bound spirit, or of his own. The source must have !-. at least e7ualto the !s used to cast the spell, and while the spell is maintained, the source has its daily ! recovery reduced by that amount. The shaman can voluntarily drop the spell at any time. 'n addition, if he loses control over a bound spirit being used to power a spell, the spell is immediately dropped. S!'1'T ,(('='T6 D 1eflects an affinity for spirits of a particular type, or tied to a particular 1une. The most direct benefit is that spirits tied to that 1une tend to be friendlier, though spirits tied to opposing 1unes may be more hostile. Spirit ,ffinity is normally re7uired of shamans who belong to cults. The affinity reduces the difficulty multiplier re7uired to search for spirits of the appropriate type by 1. '.e., common spirits are found instantly, uncommon spirits have a factor of 1, rare spirits a factor of &, etc. 'n additional, "ach level of ,ffinity gives the user a )1< percentile bonus when casting a control or command

spell on an affected spirit. 't also makes it 1< percentiles harder for an enemy to wrest control away from the user. 'f the affinity is more restricted than a 1une D say, to a particular type of spirit, then the shaman gets )0< for his bonus. (or instance, a 8isease aster with 8isease ,ffinity would get )0< per level for controlling 8isease spirits. S!'1'T 8"("=S" D This gives the shaman some protection even when he is very weak. Aasically, the minimum score he defends and attacks at in spirit combat, regardless of his real ! score, is always at least & times his levels in Spirit 8efense. (or instance, a shaman with Spirit 8efense & would always act as if he had at least + !s. , shaman with Spirit 8efense G would act as if he had at least 1G !s. 'f the shaman's true !s are reduced to <, he can still be possessed. S!'1'T ,ST"16 D "ach level adds )1 to the combat. !s lost by a defending spirit when the shaman overcomes it in spirit

S!'1'T T1,!!'=: D ,llows the shaman to hold spirits within his fetch. "ach level lets the shaman hold 1 spirit at a time. =o trapped spirit may have !s eFceeding the fetch's current !s. The shaman can use its abilities as if it were in a binding enchantment. JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ So&e Ne+ Spirit Spe((s A,='SH S!'1'T 4ariable, attack, ranged, instant 2ast upon a single spirit creature. 'f the spirit's !s are overcome, it must either depart at once, or lose 1d6 !s for each point in the Aanish. 'f the spell fails to overcome the spirit, it still loses 1 ! for each point in the Aanish, unless defensive magic wholly blocked the Aanish effect. 81,. S!'1'T 0 points, attack, ranged, instant 'f you overcome the defending spirit's !s, it must first attack you in spirit combat before engaging anyone else in the area. This spell has no effect on bound spirits, spirits embodied in creatures, spirits that are not hostile, or spirits incapable of initiating spirit combat. =or does it affect a spirit already engaged in spirit combat, unless it has at least 1< !s more than its strongest opponent. The spirit must continue to engage you until the spell eFpires or is dispelled. -f course, if it does not have at least 1< !s more than you, even then it must continue combat. ",S" !,'= variable, touch, duration 1 hour per point This spell relieves mild pain, such as that due to headache, menstrual cramps, toothache, charley horses, minor cuts, bruises, and so forth. "ach point of "ase !ain counteracts the effects of a pain spirit by 1 percentile. This spell will not eliminate incapacitation or unconscious, or cure ailments. ,vailable% most everywhere. (ound at healing, earth, and sky cults. JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ CULTS AND SHAMANS ost cults, however friendly to shamans, do not permit shamans to rise higher than initiate status. Those cults which do allow shamans to become priests generally have all their priests as shamans. Shaman cults generally re7uire their shamans to take upon them a specific taboo#s$. These taboos do count towards permitting the shaman to get ability levels. Example: ,unk the shaman #ecomes an ancestor .orshipper. 4t a great ceremony" his ancestors force upon him the t.o ta#oos 0see #elo.1 of this religion. He can no. take 2 levels in appropriate a#ilities .ithout suffering any stat losses" if he .ants. Sha&a! C,(ts - Re.,ired Ta*oos ,=2"ST-1 .-1SH'! #8aka (al$ hearken to the ancestors, and never dishonor an ancestor. =ever bind or possess a relative without permission. A,:-: must agree to mortal combat with candidates for shamanhood. A,S -I' never surrender. =ever let a tribe member or lion suffer needlessly. AI,2B (,=: never reveal cult secrets or membership to outsiders.

B-I,T always challenge other shamans to duels of magic. Iive only where the winds are free #i.e., not in towns$. B6:"1 I'T-1 deal only with darkness spirits. !1,M',= do not fight with weapons, only magic. =ever eat cooked meat. S2H--I -( 1"8 ,SBS =ever learn a spirit spell without learning the opposite #if any$ as well. 8o not take an affinity other than oon or 2haos without taking the opposite affinity at the same time. 3I"1', =ever take 8eath ,ffinity, and your very first ability must be Iife ,ffinity.

NICK BROOKE'S SUGGESTED SPIRIT CULT RULES Note: the rules below are intended to make spirit cult membership easier and more widespread, and also to clear up who pays POW for what, and why. They are not "official" in any way. 1) First Catch Your Spirit A shaman needs to ha e the spell !ummon "spirit# before he can or$anise !pirit %ult worship. Any friendly spirit who can be worshipped will teach this $ladly to shamans it encounters: spirits can be met by chance while wanderin$ the spirit plane, contacted deliberately by $oin$ to places they are known to fre&uent 'their homes, territories, or fa orite spots(, or summoned by holdin$ a ritual to attract their attention 'in an appropriate location, appropriately $arbed, with appropriate ritual ob)ects, offerin$s and sacrifices(. Ra!"o# Spirit E!cou!t$rs %hance encounters are up to the *+, whether usin$ the !pirit Plane ,ncounter Tables 'any incarnation( or his own de ious de ices. !uch encounters could be $ood or bad news for the shaman. -n some places, spirits are known to cluster .. as around the "$eneric" holy places in Pra/, ruins, and oases, where hun$ry and forlorn spirits cluster in search of food or worship. 0andom shamanic encounters ha e brou$ht both beneficial and male olent spirit cults into the world. -f a !haman meets and befriends a nice spirit, he can learn how to summon it 'and $o back to his tribe to arran$e worship(. -f a !haman meets and is taken o er by an e il spirit, it may 'while possessin$ the shaman( arran$e a worship ser ice to "summon" and propitiate itself1 '%ue diabolic lau$hter(. Fi!"i!% Spirits &'t (o#$& Places that are "home" to specific spirits can easily be assi$ned dependin$ on campai$n needs. +any spirits 'ob iously includin$ spirits "of" places( are sedentary, and this how "local" spirit cults sur i e .. the spirit that happens to dwell in the 2are Woods, or the Tra ellin$ !tone, will always be found by the people who li e round that way, for better or for worse. 3ocals probably know of 'at most1( a sin$le place within reasonable tra ellin$ distance where a $i en spirit can be summoned1 !ummonin$ spirits at their known holy places 'aka "homes", "nests", "territories", etc.( is relati ely strai$htforward, thou$h a full summonin$ ceremony is usually employed 'followin$ the sensible !hamanic principle, "better safe than sorry"(. -f the !pirit turns up, the !haman can learn !ummon "spirit# ritual spell. -f it doesn4t, you4 e lost nothin$. Su##o!i!% Ritua)s -f you choose instead to call up a specific spirit, to a place with which it has little or no pre ious connection, it4d be best to think in "0itual +a$ic" terms: $o to a place appropriate to that spirit, brin$in$ $ifts 'sacrifices, trappin$s, items( that you think will be attracti e to the spirit, and try to summon it to you there. Thus a Pra/ian shaman summonin$ !un 2awk would wear a hawk.feather cloak, a bri$ht.eyed, beaked mask, and perform his ritual in the arid uplands '"hawk country"( at hi$h noon, offerin$ up a li e hare or similarly attracti e prey to catch the spirit4s attention. 'And !un 2awk still isn4t $uaranteed to turn up...( The *+ should modify the !ummon chance dependin$ on the suitability of the players4 preparations, and their "fit" to his campai$n needs. A base.chance !ummon roll normally only applies under "ideal" circumstances: after enou$h research has been done to select a suitable location, an apposite date and time, carefully and e/pensi ely prepared "props" 'costume, ritual ob)ects, etc.(, and a tasty $ift, sacrifice, offerin$, or whate er.

The !ummon roll is made, modified by %eremony. A failure costs the !haman one POW, and he does 5not5 learn the "!ummon "spirit#" spell 'he thou$ht he did, and $ot it wron$, and blew his POW(. A fumble is left to the de ious and twisted ima$ination of the *+. On a success, the appropriate "!ummon "spirit# spell is learned, the !haman spends 6 POW to cast it, and the spirit appears. *) Th$! +orship It A summoned spirit e/pects to be worshipped, sooner or later, and it may become upset, surly or uncommunicati e if nothin$ is offered after it4s $one to the trouble of turnin$ up 'and7or had its home in aded by unwelcome outsiders(. N8: a !haman who has a $ood "track record" with a particular spirit mi$ht be able to call it up for other purposes... this is left to indi idual *+s to de elop. B$co#i!% a Cu)tist 8ecomin$ a member of a !pirit %ult con$re$ation costs 6 POW, which is sacrificed in the presence of the summoned !pirit, and creates a link to it 'in a manner similar to cultic -nitiation(. This should be noted on the character sheet 'perhaps on a list of !pirit %ults or other cult initiations(, as it is normally permanent: a Pra/ian bra e who once worshipped !un 2awk in his wild and foolish youth can still do so as an elder, if the spirit can be found. -t is ery hard to be ",/communicated" from a !pirit %ult 'as no.one can be bothered to $o throu$h the motions(9 much more likely you will be torn to pieces by your former co.reli$ionists if they catch you. +orship C$r$#o!i$s At a worship ceremony, worshippers sacrifice all but one of their +Ps to the spirit. 0oll 6:6;;: if the number rolled is less than or e&ual to the number of worshippers, the worship was successful. A canny *+ may use the e/act number rolled as an indication of 5how5 powerful the summoned manifestation of the !pirit is: success, POW of spirit e&uals 6:6;; roll9 special success, POW e&uals number of worshippers9 critical success, POW e&uals <=9 failure, what spirit were you talkin$ about> .. it doesn4t han$ around9 fumble . Aha1 %ue e il *+ lau$hter and cunnin$ plots... Outsi"$rs, -f you attend a successful worship ser ice but are not a worshipper 'you4re present, but ha e not $i en POW to the spirit(, the !haman and !pirit may detect you and feel unkind towards you: a POW/?@ roll is probably appropriate 'they are detectin$ your "unin ol ed" POW, so ha in$ a hi$h POW works a$ainst you(, whether you are "han$in$ out" in the con$re$ation, hidin$ behind a nearby rock, or whate er. %ommonly, simpler and7or more malicious spirits assume such persons are intended as sacrifices, and don4t ask twice before tuckin$ in1 ' !ot$ o! th$ &+orship& sp$)) !pirit %ult worship does 5not5 re&uire a "Worship" 0une spell. The !haman4s ability to summon the spirit is e&ui alent to this. !hamans who ha e sacrificed for the rele ant !ummon spell do not need to sacrifice 6 POW to participate in !pirit %ult worship: they already ha e a "link" of sorts to the spirit, understandin$ its nature well enou$h to direct +a$ic Points to it. They can participate in, and deri e full benefits from, a !pirit %ult worship ser ices in which they do not lead the con$re$ation. -) Th$! G$t Its .a%ic All !pirit %ult worshippers who ha e participated in a successful worship ceremony can sacrifice for one or more points of the spirit4s 0une spell's(. "Ordinary" worshippers re$ain the use of their 0une spells as per normal one.use ma$ic. !hamans who know the rele ant !ummon ritual can $ain their !pirit %ult 0une spells "reusably": they will re$ain the use of all their spirit cult rune spells 'other than a )ust.cast "!ummon "spirit#"( e ery time they participate in a successful worship ser ice for that spirit 'whether leadin$ worship or simply participatin$(. /) '!" K$$p It (app0 Requirements, Taboos, Restrictions !ome spirits re&uire certain actions, attitudes or taboos from their followers. +ost can4t afford to be so picky, or their "cult re&uirements" are pathetically tri ial 'e.$. "always butcher fro$s"(. !ome can be scary, thou$h: be creati e1 A follower who breaks his taboos cannot successfully participate in the ne/t worship ser ice 'i.e. his participation counts for nothin$, he is not a @ in the !haman4s roll, he cannot $ain or re$ain 0une ma$ics(. A !haman who breaks his taboos has the replenishment of his !ummon spell delayed for another season, annoys the spirit, and may ha e to e/plain this to his con$re$ation. '!pirit cults don4t ha e spirits of reprisal, but the main spirit can usually mana$e well enou$h by themsel es, whene er they are summoned for worship ser ice, should malefactors be unwise enou$h to present themsel es(. Note that it is unusual for a spirit cult to ha e unduly onerous membership re&uirements, or how on earth would it sur i e> ":aft" re&uirements are far more fun1

R$%u)ar +orship !uccessful spirit cult worship is commonly carried out seasonally: this is ma$ically efficient, keeps the spirit happy, and tops up cultists4 0une spells on a re$ular basis. !pirits can afford to be for$i in$, thou$h .. their sense of time is different to ours .. and most wonAt bear lethal $rud$es if "ne$lected" for a while. +ost are pathetically $rateful for whate er worship they can attract, and see no point in dri in$ away their semi.faithful worshippers. !o if a !haman only worships !un 2awk at midsummer B or only at midsummer if his tribe is near the !un :ome Temple B he won4t be shunned for that reason. The bulk of the members of any spirit cult may only want to worship annually, to renew their "one.use" 0une spells. Cor this reason, any more fre&uent worship usually represents a hi$hly domineerin$, e/ploitati e or obsessi e !haman .. it4s no surprise that these are common !hamanic personality traits1 Ca! I 1oi! #or$ tha! o!$ Spirit Cu)t2 The !pirits worshipped by !pirit %ults are pips&ueaks compared to the 8i$ *ods. Their !hamans and worshippers can usually worship any number of them 'unless they strenuously ob)ect, such as when a !tar !pirit learns you are also a worshipper of the *reat :un$ 8eetle(, and they4re usually $rateful for whate er worship they can obtain. -n the board$ame "Nomad *ods", the Pra/ian tribal shamans 4worship4 'i.e. use( any spirit they come across, re$ardless of e/istin$ alliances or traditional tribal friendships, e/cept in special cases 'like the Three Ceathered 0i als, or raw %haos(. 'N8: the mutual anta$onism between the Three Ceathered 0i als is famed throu$hout Pra/: pity the !haman who maintains $ood relations with more than one of these &uarrelsome birds1( -n fact, as !hamans don4t ha e the close emotional ties to their spirit cult associates that priests ha e towards their $ods, it is entirely possible for a !haman to summon a spirit with whom he has pre iously has a $ood relationship, only to entrap, ensla e or betray it. -f the tribe is ery hun$ry, and the shaman knows how to summon Cro$ Woman, and his followers all know how to butcher fro$s, by now... well, Crench cuisine comes to the Plaines of Pra/1 Or, for e/ample, a !haman wantin$ to do !un 2awk a fa our mi$ht summon 0a en '!un 2awk4s ri al( to a place of !un 2awk4s choosin$ for an outburst of cartoon.style iolence... +hat "o$s #0 Go" thi!3 o4 #0 Spirit Cu)t2 +a)or reli$ions consider most spirit cults beneath their notice. +ost spirit cults are $lad of any worship they can attract. -t is unusual for a mainstream cult to bear a special animus towards a spirit cult. %learly there are e/ceptions .. a Delm priest is unlikely to sympathise with shamanic worship in any case, e en less with shamanic worship of :arkness spirits1 !ome di ine or di ine7shamanic cults encoura$e worship of certain spirit cults 'e.$. Ey$er 3itor likes her shaman.priests to worship the Troll spirit cults(, and may maintain ritual knowled$e, apparatus or sites so as to make this easier and more readily a ailable to their practitioners. -n a sense, a sub.cult shrine can be seen as a permanent, institutionalised "!pirit %ult", with its own occasional de otees, offerin$ a specialised 0une spell, and attractin$ a fra$ment of the worship $i en by -nitiates of the main cult to their deity. So shou)" I 5ui)" a Shri!$2 ' T$#p)$2 -n !pirit %ult worship, con$re$ations are more important than fi/ed shrines. -f you can $et loads of your followers to chant the praises of the *reat Newt, they will probably do this around a stream, pond,ri er or spawnin$.pool .. an appropriate location for summonin$ and worshippin$ such a bein$. !o you can hold your seasonal worship there re$ularly, let it be known that that4s where prospecti e worshippers of the *reat Newt should )oin his e/istin$ doFens of followers... and it mi$ht be handy 'at some point( to set up permanent facilities for your re$ular summonin$ ceremony 'runestones, chan$in$ rooms, stora$e space for bulky ritual ob)ects(. And this is, of course, what !hrines are1 -f, on the other hand, you4re out in the desolate wastes of Pra/, you can for$et about keepin$ an immobile "shrine" to yourself. A !un 2awk shrine.e&ui alent would be the medicine bundle and mask and shamanic costume and ritual paraphernalia owned by a tribal shaman who had pre iously contacted !un 2awk. -f any other tribe $ot hold of these 'by fair means or foul: spot the scenario potential1(, they4d be able to summon !un 2awk more easily themsel es. And if they did so at !un 2awk4s Perch 'a traditional worship spot the 8i$ 8ird is known to fre&uent(, successful worship becomes e en easier: as e er in Pra/, the shrines and holy spots are known and shared by many tribes, and used by whoe er happens to be in possession at the time. Dou want to build a Temple for your !pirit %ult> !ounds ambitious, but why not $o for it1 -t4ll be fun to see how the local ad enturers react... Do 0ou ha6$ to 5$ a Sha#a! to start a Spirit Cu)t2

Crankly, - doubt it. Occasional indi iduals can be found who, while not "full !hamans" in the 0G rule sense, ne ertheless mi$ht possess certain !haman.like abilities .. one of which would be the ability to summon and worship a specific spirit. 'Perhaps a chance encounter with the spirit first tri$$ered this unusual ability.( !ome !pirit %ults are led by people who are in no way as ma$ically powerful or $enerally competent as a fully trained shaman, priest or sorcerer, but who can ne ertheless lead a worship ser ice, summon their spirit, $ain reusable 0une +a$ic, and so forth. This is, if you like, the flip.side to the way shamans can e/ploit encountered spirits: here, the spirit empowers the 'dama$ed>( person it has contacted, but only to allow them to direct worship towards itself. 2e can lead worship to the Cro$ Woman, all ri$ht .. but he isn4t a !haman, or a Priest, or able to do ery much else, come to that. -n this way, ro$ue or predatory !pirit %ults are easier to establish: you don4t need to take o er a !haman in order to $et a presence in the community. What priests, wiFards and in&uisitors make of this is of course a matter for your own scenarios...

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