Discipline · Spellcaster

Shaman

Shaman

Summon Nature Spirits, Blood Share, Dominate Beast, Empathic Sense, Safe Path, leadership, fire heal, borrow sense, first impression, true sight, cold purify
torn between the tribe and the open road, nature remembers every wound I cause, too much comfort in walls and cities costs me something, expected to lead when I'd rather listen
Keep faith with the land, wherever my feet carry me.

SHAMAN ROTES

Summon Nature Spirits
Practitioners: Shamans
The Shaman calls a nature spirit — tied to a place, an animal, or a natural feature — to answer their summons and lend its strength to the tribe's need.
proper ritual space within the spirit's home territory • an offering or reason the spirit would value • a task that doesn't offend the spirit's nature
a rushed or improvised summoning far from the spirit's territory • no offering or reason to help • asking the spirit to harm the land it's bound to
SUCCESS
Detailed action. Give yourself a nature-spirit companion tag.
  • EXTRA FEATS
  • The spirit arrives eager rather than reluctant (keep the spotlight)
  • Bind it for longer service
  • Summon a notably powerful spirit for the working performed
  • CONSEQUENCES
  • The spirit does only the letter of what was asked
  • It demands something in return before it will help at all
  • Summoning too often or too carelessly strains your standing with the land itself
  • Something about the task offends the spirit's nature, and it remembers
Blood Share
Practitioners: Shamans, Beastmasters, Nethermancers
The Shaman cuts themselves and a trusted companion, joining the wounds to transfer harm from one to the other.
a willing, Loyal companion • a clean cut and steady hands • a genuine need to spare the other from worse
an unwilling or distrustful companion • no time to perform the working properly • a wound too severe to safely transfer
SUCCESS
Standard action. Draws a wound into yourself from a Loyal companion.
  • EXTRA FEATS
  • Transfer more of the harm than usual (keep the spotlight)
  • Do it without either party needing to be still
  • Strengthen the bond between you in the process
  • CONSEQUENCES
  • You take on more than you bargained for
  • The working leaves a visible scar every time it's used
  • Doing this too often becomes its own kind of habit, hard to break
  • Word spreads that you'll take a friend's wounds as your own, and people start asking
Dominate Beast
Practitioners: Shamans, Beastmasters
The Shaman locks eyes with a wild or hostile animal and imposes their will on it, holding it from acting against them for a time. This has no power over a Horror, a Horror-construct, or anything sentient — only natural creatures answer to it.
a natural, non-sentient animal • direct eye contact and a calm nerve • an animal already wary rather than enraged
a creature already under someone else's control • a sentient or unnatural target • violence already underway
SUCCESS
Quick action. Give the target dominated.
  • EXTRA FEATS
  • Command it to perform one simple, safe task in addition to standing down (keep the spotlight)
  • Dominate a second creature nearby
  • The effect lingers past its natural end
  • CONSEQUENCES
  • The creature breaks free at the worst possible moment
  • Holding its will costs your full attention — you can do little else while it lasts
  • Word spreads that you can bend beasts to your will, and people start asking uncomfortable favors
  • An unnaturally docile predator draws stares
Empathic Sense
Practitioners: Shamans, Troubadours
The Shaman reads the true emotional undercurrent beneath someone's words, sensing what a person actually feels rather than what they're saying.
close proximity and quiet attention • a target not actively guarding their feelings • time to actually watch and listen
a target skilled at hiding their emotions • a chaotic or distracting environment • only a fleeting glimpse of the target
SUCCESS
Quick or Discover action. Sense a nearby target's true feelings beneath the surface.
  • EXTRA FEATS
  • Read the feelings of more than one person at once (keep the spotlight)
  • Sense not just what they feel but why
  • The read is precise enough to inform exactly what to say next
  • CONSEQUENCES
  • You misread the feeling entirely, and act on bad information
  • The target notices they're being read
  • What you learn is something you'd rather not know
  • Acting on it makes clear you know more than you should
Safe Path
Practitioners: Shamans, Elementalists, Scouts
The Shaman reaches out to a local nature spirit — without conjuring it, only speaking to it — to learn the safest path through unfamiliar territory. What the spirit considers dangerous may not match what's dangerous to a person, and its knowledge is limited to what its territory would notice.
an elemental- or nature-rich environment (forest, mountain, river) • patience to properly communicate • a spirit already favorably disposed
a barren or unnatural environment with no spirit to ask • a hostile or frightened spirit • a danger outside the spirit's own awareness
SUCCESS
Standard action. Learn the safest route through the area ahead, and what dangers lie along it.
  • EXTRA FEATS
  • Learn about a danger outside the spirit's usual awareness (keep the spotlight)
  • The spirit offers to guide part of the way
  • Learn something about who else has passed through recently
  • CONSEQUENCES
  • The spirit's idea of "danger" doesn't match yours, and steers you wrong
  • The spirit demands something in return for its help
  • The path holds, but only for a limited time before conditions change
  • The spirit gossips about you to whatever it talks to next

The Shaman's Place in Barsaive

Where other magicians study the world's magic from a careful, scholarly distance, a Shaman lives inside it. Nature and community aren't two separate concerns for a Shaman — they're the same concern wearing two faces, and a Shaman who neglects either one feels it as a genuine wound to their own craft. In tribal communities without the settled infrastructure of a city, a Shaman often fills the role a Weaponsmith or town elder might elsewhere: spiritual leader, keeper of tradition, and the person everyone turns to first when something has gone wrong.

A voice the spirits already know. Every Shaman can already speak with a spirit and hold one still with nothing but presence and a word of command — the same baseline gift a Nethermancer has toward the restless dead, turned instead toward the living world. Where a Shaman's magic really distinguishes itself is in scale: they don't summon a single spirit type the way an Elementalist works fire or a Nethermancer works the netherworlds. They call on whatever the land itself provides — an animal spirit, a place spirit, a spirit tied to growing things — whatever the moment and the territory offer.

Fetishes instead of foci. A Shaman's magic runs through physical totems rather than an intangible pattern held in the mind. A carved charm or bound fetish holds a working the way another caster's spell matrix would — except a fetish can be broken, stolen, or lost, a genuinely physical vulnerability no other spellcaster's infrastructure shares.

A healer and a guardian at once. Much of a Shaman's toolkit serves the people around them directly — reading a companion's true feelings beneath their words, drawing a wound out of a trusted friend and into their own body, holding a wild animal's will in check when negotiation would take too long. A Shaman's magic is rarely about the Shaman alone; it's built to serve whoever's standing nearest.

Knowing the land's own paths. No one reads a landscape's hidden dangers quite like a Shaman, who can consult the very spirits of the terrain for the safest way through unfamiliar ground — provided they remember that what alarms a spirit and what alarms a person aren't always the same thing.

The Discipline's real tension isn't mechanical — it's personal. Many Shamans leave their tribes to wander Barsaive as adventurers, which sits uneasily against a role built around staying, leading, and remembering. Whether they stay close to home or roam the whole continent, every Shaman carries the same quiet rule underneath everything else: harm the land they're sworn to, or let civilization's comforts pull them far enough away that they stop honoring it, and their own magic is the first thing to suffer for it.

A Broader Call Than Any Other Caster

Where a Nethermancer summons the restless dead and an Elementalist calls on one of five distinct elemental temperaments, a Shaman's summons is defined by breadth rather than specialization. Whatever the land nearby actually offers — an animal spirit, a spirit bound to a particular grove or stream, a spirit of weather or season — a Shaman can call on it, provided they understand the place well enough to ask properly.

This makes a Shaman's summoning practice deeply tied to territory in a way no other caster's is. A Shaman far from any land they know intimately is working with less than one on familiar ground, and the spirits they call are exactly as generous, stubborn, or dangerous as the terrain itself. Summon carelessly, too often, or in a way that offends the land being drawn from, and a Shaman risks straining their own standing with the very world they're sworn to protect — the same taboo that governs the rest of the Discipline, playing out one summons at a time.