Optional Skill (NWP) for AD&D
This page is a suplemental set of rules for a FANTASY game. If you somehow ended up here doing a search for "real" occult information, your in the wrong place. If this is the case, you sould not only not waist your time reading any further, you might want to consider doing some public service to get out of the funk youve gotten yourself into.
Shamanism Skill
Rank 1-9
Spirit Lore: Character has gleaned some basic knowledge of the spirit world and it's denizens. Character is familiar with many of its unusual characteristics and the "laws" which seem to govern it. Character has a knowledge of the world's spiritual lords, rulers and powers. This as well involves knowledge of which spirits seem to have providence over what, and which holds which others in what relation.
Rank 10 - 11
Trance: Character is able to place himself in a meditative, semi alert state. When in this state, he is particularly sensitive to the paranatural around him. Though his see, hear, smell, taste and feel all temporarily drop by 10, his 6th sense increases by 4. It is also not uncommon for him to be able to "hear" and "see" things from the spirit world. Characters in a trance as surprisingly more resistant to mental attacks, gaining a 25% "magic resistance" to all forms of mental attack and mind control ( save from exceptionally powerful mentalists)
Rank 12
Area Touch- Shaman of this rank can open himself up to feeling the area's general "emotions". The character picks up a bit on the "vibes" of all surrounding spirits. When this is done and a successful roll made, the GM will describe what the shaman feels using a couple of descriptive adjectives.
Rank 13
Animal Empathy: At this rank, Shamans develop a natural affinity with animals of all sorts. Animals seem to be able to connect in a spiritual way without their even knowing it consciously. The most relevant fact of this is that a shaman and animal that come into contact with one another are allowed to make a 6th sense rolls to know instinctively the current intentions of the other. If both are peaceful or simply curious, this connection smoothes things out quickly. If Angry, hungry or otherwise hostile animals are encountered, a Shaman may attempt to pacify the animal The exact odds of this are greatly circumstantial.
Rank 14
Contact Ancestor Spirit: Shamans believe that Shamanism is as much a matter of bloodline as it is study and knowledge. Thus the blood of Shamans past is in the veins of all Shamans. Shamans being more in contact with the spirit world, and being particularly connected to their ancestry are much more likely and capable of contacting the spirits of their dead. The best thing about this is that Shamans can often have long conversations with their past relatives, and even receive instruction (and thus KPs) from them. Since Shamans come from blood lines of Shamans, and the spirits of dead shamans tend to watch over their current blood line, its exceptionally common for a shaman to be under the instruction of a dead shaman relative. This is not to say this is the only type of instruction the Shaman may receive. Often more "mundane" skills will be taught by other ancestors, not to mention simple guiding common wisdom and solace when needed. By talking with ones past ancestors, it's also possible to obtain simple bits of information that may be useful from time to time. Also these spirits tend to watch over the lives of the Shaman, and may be able to offer a more objective bit of insight to the shaman's life or even keep him informed of things that occurred to him when he was incapable of, or didn't notice. Contacting ones ancestor spirit normally involves several hours of "trance" and some form of mind altering substance. Paoty is the substance of choice, though other chemicals can suffice. Contacting one's ancestor spirit requires a successful roll of the Shamanism skill or else the character simply has a long and unusual high. Negatives should be incurred if substances other than paoety are used. Stimulants incur a -8. Sedatives incur a -3 penalty, other hallucinogens incur a -1. Even after the contact is over with, Mindscape hallucinations and distortions of perception will last for several hours causing the shaman to suffer many penalties.
Rank 15
Spirit Speak: Actually kind of an inaccurate title, everybody may speak to the spirits as easily as to anybody else. The difference is that a Shaman of this rank can actually hear them talk back. Characters at this rank of shamanism my go into a trance, and by making a successful shamanism roll may communicate with any local spirits, assuming that is they feel like speaking. At this rank, a shaman will only be aware of the presence of spirits who choose to speak to him.
Rank 16
Medicine Wheel- Character of this rank becomes familiar with the application of the spiritual forces in nature trapped in, and part of, relatively mundane natural objects like water, rocks and plants on a persons spirit and body. Making use of this knowledge, a shaman at this rank can use application, consuming, burning, etc. of these items to effect the health of a person. Treatment results varies, but it has shown successful for all manner of poisoning, disease and injury. Effects of this treatment require long amounts of time, and are seldom miraculous, but often make the difference between life and death. Treatment time is often a day or more. Treatment consists of making salves and rubs, building fires around the patient to burn things and make smoke, and the placing of particular objects on and around the patient in what may seem strange ways. These techniques often incorporate the shaman using Spirit Speak with local and friendly spirits to help aid his patient in what ways they can.
Rank 17
Call Animal Spirits: Animals spirits may be called to the character in a quasi corporeal form by means of several different exotic rituals known by the character at this rank. These rites are often lengthy and involve all forms of unusual elements, most commonly bonfires, dancing, face masks, costumes, narcotics, etc. When successful, the animal will most often appear to only the shaman himself. Depending on the mood of the spirit, often based upon the shaman's actions in the past, the spirit animal may be rude, hostile, friendly, talkative, or even willing to bestow the shaman a spiritual gift that may be called upon when the Shaman desires to. Often these spiritual gifts can be traded for. This being one of the most common reasons for calling animal spirits. When calling an animal spirit, the Shaman can generally call whichever type he desires, though that type of spirit must be in the area to be called. Polar bears spirits will not travel to the swamp, nor will camels travel to the north pole.
Rank 18
Call Nature Spirits: This ability is very similar to that of "Call Animal Spirits" save that more potent and obscure spirits are called. Its not uncommon to be able to summon spirits of the elements, regional spirits and other forces of nature. These spirits tend to be rather single minded and thus rather dangerous and alien to deal with. Though such spirits are capable of bestowing gifts like many animal spirits, they generally lack the motivation or understanding to do such.
Rank 19
Spirit Charm - At this rank, the character is skilled enough to craft objects and trick/force minor spirits into them. These objects are commonly knows as Charms and Fetishes. Creation of such first begins with the Shaman creating the physical object. These objects can be practically anything, though they must be made purely from natural materials. Once the object is done, A ceremony will be performed to attract a desired type of spirit. These ceremonies are like those of "Call Nature Spirits", and "Call Animal Spirits", though only very week spirits may be trapped against their will, and anything stronger than that must be bound to the item willingly. Once bound, spirits remain bound based upon the beauty, attractiveness and workmanship of the item they are "trapped" in. Use of the item in activities that are enjoyed by the "trapped" spirit also increase the length of the spirits presence. When trapped, the spirit will generally perform some service it is capable of for it's duration of entrapment. Generally this service will be something of a conglomeration of the form of the item, and the nature of the spirit within. All such items seem to be unique, and replication or fore knowledge of their abilities is near impossible. Often these items will have to be appeased in some way to function. Backing out on ones end of the deal may cause the item to use its abilities against its creator. Physically breaking an item allows it's spirit free.