The Path of Awakening
From FFa2Wiki
Title: Shaman, Spirit Speaker
Origin: Petition
Attribute: Spiritual
School: Divination
Effects: Earth, Fire, Ice, Plant, Thunder, Vermin, Water, Wind
Also known as Shamanism or Spirit Magic, this Path allows the sorcerer to contact the spirit world, petitioning the creatures there to act on the character's behalf. Spirits of all sorts, from the animistic spirits of the spirit planes, to the living Totems, can be contacted, petitioned, and directed by someone who walks this path. This Path is often seen as a primitive path, though the shugenza of Naipon follow this path almost exclusively.
Those who follow this Path see the world as alive, with everything about them possessing a guiding spirit. With this awareness, most Shamans seem out of touch with the 'real world', and are seen as superstitious or primitive. Most who use this Form of Sorcery see others as spiritually deadened, or blind to the balance of nature which must exist.
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Form Benefits
Symbols are important to the Shaman, and holding an icon which represents the target of a spell is the same as holding the soul of the target. If the character holds a sympathetic link to the target of the spell, then the Difficulty and Essence Cost of any Spell being cast on the target is reduced by the character's Might.
At each level of Growth, the shaman may choose a Ban. A Ban is a limitation chosen by the character which makes the character's life complicated. All Bans must be approved by the game master. As long as the character does not break the rules of the Ban, the character is given two Additional Successes on all Spell and Form Benefit rolls. If a Ban is broken, the character loses the benefit of that Ban permanently, though any other unbroken Bans still provide their benefits. Most Bans are laid out as follows: "I must perform (this action) under (these circumstances)." or "I must not perform (this action) under (these circumstances)."
Examples: I must not sit down facing east. I must offer food to anyone who comes to my campfire. I must not enter a room with a pregnant woman in it.
Summon Lesser Spirit
At Growth 1, the character can summon lesser spirits from the Spirit World. This is a Petition and requires a Results Roll using Spiritual + Diplomacy. Summoning a lesser spirit has an Essence Cost equal to the desired Growth of the spirit, up to the character's Growth, and takes a Full Round Action. The spirit remains for a number of Rounds equal to the character's Might.
The Potency becomes a Pool, which the character divides among the traits of the spirit as follows:
- Attribute: The spirit begins with 1 in each Attribute. Each Pool grants the character two Points to divide among the spirit's Attributes.
- Size: -4. Each Pool increases or decreases the spirit's Size by +1.
- Skills: The spirit begins with no Skills. Each Pool grants the character four Skill Points to split between Skills.
- Talents: The spirit begins with no Talents. Each Pool grants the spirit a Talent.
- Powers: The spirit begins with Flight, Incorporeal, Invulnerable and Spirit Powers. Every two Pool grants the spirit a single Power.
Bind Spirit
At Growth 3, the character binds a Summoned spirit into a talisman. The Essence Cost of the summoning is increased by one and the character makes a second Petition which requires a Full Rounds Action and a Results Roll using Spiritual + Diplomacy. The talisman gains a Potency. Each time the user sacrifices a Potency from the object, they gain access to one Power the spirit possesses for the Scene at the spirit's Growth. The Shaman can only have one bound spirit at a time, and if the Shaman loses the talisman or gives it away, are unable to make another talisman until the first is expended or destroyed. There is no duration, the binding remains in place until the Potency is fully expended.
Summon Primal Spirit
At Growth 5, the character can increase the Essence Cost of Summon Lesser Spirit by one. The spirit can have one Spell Effect infused into the spirit's being. Anyone touched by the spirit is affected by the Spell Effect, with a Potency equal to the spirit's Growth. All spirits summoned now remain for a number of minutes equal to the character's Might.
Summon Deep Spirit
At Growth 7, the character can increase the Essence Cost of Summon Lesser Spirit by one. The spirit can have one Merit associated with the Divine, Faerie, or Infernal Bloodlines. In addition, the spirit gains one Power favoured by the specific Bloodline chosen. All spirits summoned now remain for a number of hours equal to the character's Might.
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