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 MPs
when starting the search to increase his chances of success. Each MP 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):

・ Each die (normally a d6) in the spirit's MPs acts as 3 difficulty.
・ If the spirit has a bonus to its MP die roll, add the full bonus to the base
difficulty. For instance, a spirit with 1d6+6 MPs has a base difficulty of 3 +
6 = 9 (3 for the 1d6, and 6 for the +6). A ghost with POW 4d6 has a base
difficulty of 12.
・ 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 Rarity.

Rarity         Difficulty multiplier
Common            1
Uncommon        2
Rare                 4
Very Rare            8

Example: Mugumma the shaman goes to the spirit plane and decides to seek a
Hellion. Hellions have MP 3d6+6, for a base difficulty of 15. Because Hellions
are Rare, this is quadrupled - total 60. Mugumma's Spirit Travel skill is only
69, and he doesn't want to spend his time trying to roll 09 or less on 1d100,
so he spends 18 MPs (from his fetch) to increase his chances, to 27. At the end
of the 1d6 hours, he makes a Spirit Travel die roll, and fails, rolling 34. Now
he must take another 1d6 hours to try again.

Your chance of success can be modified by looking in an appropriate area. These
areas sometimes are due to strong effects on the Mundane Plane such as ghouls
can be found in graveyards, ghosts are more frequent 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.

    Spirit Travel skill roll
    success        result
    critical         a rare or unusual spirit found. Alternately, a spirit node found .
Alternately, 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. Another attempt must be made.
    fumble        The wrong spirit is found. Very wrong. Dang.

Spirit Rarity
Here is a pre-calculated list of rarity for selected spirits.

Spirit Type    Rarity                     Notes
Elemental     3 per d6 POW    (common)
Ghost        12             (common)
Intellect        6             (common)
Magic        12             (common)
Power        9             (common)
Spell            3 per d6 POW     (common)    typically 1d6 POW per pt in the spell.
Spell            6 per d6 POW     (uncommon)    ritual, Control, or unusual Detect
Spell            12 per d6 POW (rare)        unusual ritual, variant (Toothsharp, Frostblade),
cult specialty
Spell            24 per d6 POW (very rare)    significant variant (ranged Heal, variable
Fireblade), uncommon cult's specialty
Disease        24             (uncommon)
Healing        24             (uncommon)
Passion        24             (uncommon)
Wraith        24             (uncommon)
Chonchon        42             (rare)
Ghoul        30             (rare)
Hellion        42             (rare)
Nymph        24 + modifier    (rare)         modifier = auloniad ?, dryad +16, hag +20,
limoniad +20, naiad +18, oread +16
Rune Spell    36 + 12/pt    (rare)         common divine magic
Rune Spell    72 + 24/pt    (very rare)     cult specialties (impossible if god has no
presence in area)
Bad Man        240             (very rare)
Dreamwraiths    24 per d6 POW (very rare)    impossible outside East Isles
Hollri        144             (very rare)     impossible too far from glaciers (avg = 6d6 POW)
Krarshtides    60             (very rare)
Spectres        24 per SIZ    (very rare)
Sorcery spell    72 +1/pt        (very rare)    impossible outside sorcery-using lands

Other Rarity factors - if a spirit is otherwise typical, but has some strange
feature in its nature, its rarity factor is increased a level. For instance, a
Rage passion spirit is Rare instead of Uncommon, as is a Wraith that attacks
POW instead of STR, CON, or INT. A stone nymph is Very Rare, not just Rare.
    The vicinity being searched affects rarity. It may make contacting a spirit
easier by one level of rarity, or more difficult by one, or even two levels. Or
it may make contacting the spirit totally impossible. Example: a tree spirit is
normally uncommon. Within a major forest, these would be common. On the other
hand, in the Wastes it would be rare. Atop Valind's glacier it would be very
rare. And in the middle of the ocean, hundreds of miles from any land, it would
just simply be impossible. As another example, a troll spirit could not be
found in the East Isles.
    A weaker version of the spirit sought is one degree less common, regardless of
the degree weaker that is sought. Example -- a ghost is typically POW 4d6 for a
Rarity of 12. To find a POW 3d6 ghost, the shaman increases rarity to uncommon,
for a total Rarity of 18. Some spirits cannot be found in weaker versions. All
Krarshtides are at least 2d6+12 MPs. The Bad Man is always POW 10d6.

Nodes
These are sites that create, attract, or imprison spirits. A shaman can always
revisit a previously-known Node, unless he is far from it.

    Overall Affinities
    1d8    result
1 roll once on the Element table
2 roll once on the Power table
3 roll once on the Form table
4 roll once on the Element, and once on the Power table
5 roll once on the Element, and once on the Form table
6 roll once on the Power, and once on the Form table
7 roll once on each table.
8 combination: roll twice and combine (this is the only way you can have two
Powers or Elements in a single node). If another "8" is rolled, add and roll
again.

1d8    Element                 1d10     Power        1d6 Form
1    Dark                     1     Change             1     Beast
2     Water                 2     Stasis             2     Chaos
3    Earth                 3     Harmony             3    Man
4    Sky                     4     Disorder             4     Plant
5    Storm                 5     Life                 5     Spirit
6-7    local dominant *        6     Death             6     Roll twice more, combining results
8    reroll on 1d6,             7     Truth
picking a subrune of            8     Illusion
the chosen element **        9-10 Other Rune (pick any, even a non-Power Rune)

* choose the element which seems most manifest in the vicinity.
** for example: if Sky is rerolled, select Light or Heat.
Example: the shaman Badthumb has encountered a node on the spirit plane. He
rolls 1d8 to determine its affinities, rolling a 6: Power and Form. He then
rolls 1d10 on the Power table, receiving a 9 -- hmm. "Other Rune". The
gamemaster thumbs idly through Gods of Glorantha, looking for something
interesting, and decides to apply the Dragonewt Rune. He then rolls a 4 on the
Form table; "Plant". Dragonewt + Plant? Interesting. The gamemaster thinks some
more.

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SHAMANIC SKILLS

CEREMONY (magic: 05%)
Each melee round spent in Ceremony increases the shaman's chance to cast a
spirit spell by 10% (note: simplification from original rules). A ritual magic
requires an hour of Ceremony for each 10 percentile increase.

SPIRIT LORE (knowledge: 0%)
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
Lore cannot be increased by experience. A non-shaman can learn this skill.

SPIRIT DANCE (magic: POW%)
Governs a discorporate shaman's ability to navigate the spirit world and track
down specific spirits. It can be increased by experience, but no non-shaman can
learn this skill.

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STANDARD SHAMAN BENEFITS

The Fetch
What is the fetch? The fetch may be a number of things, depending on the
mystical tradition of the shaman. It might be one of the shaman's own
ancestors, or a totemic spirit. It might even be a spirit double of the shaman,
somehow evoked from his subconscious. Among non-humans, it might be a premortal
monster, an unborne spirit, or a fragment of Aldrya's overmind. Whatever the
source, it is certain that the maintenance and evocation of the fetch is
dependent upon something within the shaman -- a special organ, a new bone, a
secret name. Whatever the source, every shares many things in common, and yet
every fetch is different.
    The fetch provides POW and magic points to the shaman. Its magic points are
always accessible, and its POW can be sacrificed at will. A Divine Intervention
can be paid for partially or wholly with the fetch's POW (but the die roll is
still based on your own POW alone). The fetch's POW does not rise on its own,
but is increased only by sacrifice to it.
    The fetch's MPs regenerate at the normal rate, in parallel to the shaman's. If
the fetch's POW is 24, it regains 1 MP per hour, regardless of the shaman's
POW.
    The fetch shares the shaman's INT, and can act and react as just as can the
shaman. However, this fetch's "INT-equivalent" is not able to memorize spells,
as it is just another side of the shaman. Players irretrievably tainted by the
modern view of things may be helped in comprehending the fetch by the examples
of the "Left Brain/Right Brain" or "Conscious Mind/Subconscious" dichotomies so
famous today. While the fetch is not the Right Brain, nor the subconscious, it
is a parallel type of being -- another side of the shaman.
    When 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 experiencing and doing and can communicate this
knowledge to others. When 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.

Second Sight
A shaman automatically has permanent Second Sight, as per the spell. This means
he can see other people's POW, and tell whether their POW is about the same as
his, five or more points less, or five or more points more. When looking at a
shaman he sees both the shaman's spirit and the shaman's fetch. He can see POW
in the dark.
    Example: Temuchin the shaman has a POW of 17. He can tell whether a target has
a POW of 12 or less, 13-21, or 22+, but cannot zero in closer than that unless
he chooses the ability of enhanced Second Sight.

Discorporation
A shaman, by doing a successful Summon roll and taking an hour, can free his
spirit from his body and enter the Spirit Plane. His fetch stays behind to
watch over his body. He can stay on the Spirit Plane as long as he wants, but
there is, of course, danger from the inhabitants thereof. Also, his body can
starve to death.
    By casting Visibility, the shaman's spirit can manifest on the mundane plane,
and engage other individuals in spirit combat. It has an apparent SIZ equal to
its POW. While the shaman is gone, the fetch can cast any spells the shaman
know, automatically succeeding, and with a DEX SR of 1. The fetch normally has
a high POW, so its spells are to be feared. It 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 Mindspeech or
similar spells.
    While the shaman is discorporate, neither he nor the fetch regenerate any MPs.


Spirit Defense
The shaman can draw MPs from the fetch at will, to replace his own, even during
spirit combat. If 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).
    If a discorporate shaman loses a fight on the spirit plane, his soul
automatically retreats to his body, accompanied by the victorious spirit.
Whenever he wants, he can re-attack a spirit possessing him and try to overcome
and dispel it. When a spirit that is possessing the shaman is defeated in
spirit combat, it is immediately expelled to the spirit plane.

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THE TASKS OF A SHAMAN
Shamans are expected to perform a number of jobs in the community, for which
they are, of course, fed, protected, and honored.

Exorcism: those possessed or covertly possessed with evil spirits are brought
to shamans to be cleansed. A shaman can cast out an evil spirit in a number of
ways. If the target is overtly possessed, the shaman can cast out the evil
spirit by using his own overtly-possessing spirit, or by Discorporating,
casting Visibility, and engaging the enemy spirit himself in spirit combat. If
the target is covertly possessed, the task is more difficult. Normally the
shaman will need to send a special curative spirit into the target to heal him.


Spell Teaching: shamans have access to spell spirits, and are often hired to
teach spells to others.

Worship: 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.

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SHAMANIC ABILITIES AND TABOOS
Most abilities and all taboos are always in effect. If a shaman wishes to gain
a new ability or taboo, he must contact a Greater Entity.

Abilities
The very first ability a shaman takes is free. By sacrificing 1 point off any
stat, a shaman may receive another level of an ability. The third level costs
him 2 points (for a total of 3 points so far). The fourth level costs 3 points,
and so forth. A point of INT counts for 3 times as much as any other stat.
    Example: When Bottasin the shaman formed his fetch under the Horned God's
tutelage, he got (for free) a level of Possession. Later, he sacrificed 1 POW
to add another level. Much later, he contacted his tribe's Ancestor, and
sacrificed 2 SIZ for a level of Mind Expansion, then 3 DEX for another level.
Finally, he sacrificed 1 POW and 1 INT (4 pts worth of stats) for a third level
of Possession.

Taboos
When a shaman takes a taboo, his ability cost is "reset". That is, the next
ability level he takes only costs 1 point, then 2, and so forth. Example:
Bottasin's last shamanic level cost him 4 stat pts. He now contacts Oakfed and
takes the taboo "never extinguish a fire". He then takes a second level of Mind
Expansion, which is free.

Abilities:
    Conceal Fetch (rare)
    Cure Disease
    Hide Soul
    Magic Attack
    Magic Defense
    Mind Expansion
    Possession
    Second Sight (enhanced)
    Self-Resurrection
    Show Spirit
    Soul Expansion
    Spell Barrage
    Spirit Affinity
    Spirit Defense
    Spirit Mastery
    Spirit Trapping

CONCEAL FETCH - This rare ability is known only to a few secretive sects, such
as Black Fang. Each level of Conceal Fetch conceals the fetch's presence from
one selected form of magical vision or spell. Normally, Second Sight is chosen
as the first level, with Mystic Vision and Soul Sight making up the second and
third levels.

CURE DISEASE - By laying his hands on a diseased individual, the shaman can
spend 1 MP per level. Each MP lets him roll 1d6, matching the total vs. an
infecting spirit's POW. If the shaman wins, the spirit is extracted, usually in
the form of a stone, bit of fluff, or small bloody organ. The shaman can either
exile the spirit into the Grey Zone, or trap it within his fetch or a Binding.

    If the sick person does not have a disease spirit, then instead the shaman
adds his 1d6/MP to the target's next roll for disease resistance.

HIDE SOUL - Allows the shaman to hide from an enemy spirit, if not already
engaged in spirit combat. The shaman then expends up to 1 MP per level. Each MP
lets him mask his presence from 10 MPs the enemy spirit has. Thus, a single MP
would protect him against any number of enemy spirits with no more than 10 MPs
each. A sensory spell such as Second Sight, Detect Enemy, etc., cancels out an
equal number of Hide Soul levels. Example: a shaman with Hide Soul 3 spends 3
MPs to hide from an evil wraith. This guards him from up to 30 MPs, so the
wraith, with 17 MPs, cannot see him. The wraith is suspicious, and casts Sense
Life (Intensity 2). The shaman's Hide Soul can now hide only from up to 10 MPs.
Since the wraith's MPs are 17, it can see him clearly and attacks.

MAGIC ATTACK - Each level adds +1 to the shaman's effective MPs for the purpose
of overcoming a foe's MPs when casting a spell.

MAGIC DEFENSE - Each level adds 1 to the shaman's effective MPs for the purpose
of resisting an attack spell.

MIND EXPANSION - Each level gives the fetch 3d6 pseudo-INT for the purpose of
memorizing spells only.

POSSESSION - While 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. If the victim is killed while the
shaman is in possession, the shaman's spirit immediately returnS to his own
body, and he takes 1d6 GHP 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. Each
subsequent level lets you select a new hit location table which you are able to
use.

POWER WITHIN - Take 1 melee round and concentrate, gathering your inner
strength. At the end of the round, you lose 1 hp and 1d6 fatigue, and receive
one of the following bonuses:
・ MP equal to the rolled fatigue loss (i.e., 1d6).
・ +10% to your chance of success in spellcasting spirit spells for the next 10
melee rounds.
・ The ability to cast any 1-point non-cult-special spirit spell that you do
not have memorized. This must be the next spell you cast.
Additional levels of Power Within let you sacrifice correspondingly more hp and
fp. Thus, a shaman with 3 levels could choose to lose up to 3 hps and 3d6
fatigue, and gain either 3d6 mp, +30 to his spellcasting chance, or knowledge
of any 3-point spirit spell for a one-time casting attempt.

SECOND SIGHT (enhanced) - This gives the shaman additional abilities for his
innate Second Sight power. Each level lets you choose one ability from the
following table:
    1) distinguish POW within a range of 5 plus or minus the shaman's POW. (i.e.,
with POW 16, he can see 1-5, 6-10, 11-15, 16, 17-21, 22-26, etc.)
    2) Can identify target's exact POW [only if "1" is taken]
    3) distinguish MPs within a range of 10 plus or minus the shaman's POW
    4) distinguish MPs within a range of 5 plus or minus the shaman's POW [only if
"3" is taken]
    5) Can tell if an individual knows any spirit magic.
    6) Can identify the exact spirit spells cast on an individual
    7) Can tell if an individual knows any sorcery [only if "5" is chosen]
    8) Can tell if an individual has any Sorcery skills beyond Intensity [only if
"7" is chosen]
    9) Can tell if an individual knows any Rune magic (only if "5" is chosen)
    10) Can identify the deity providing any Rune spells cast on an individual
[only if "9" is chosen]
   
SELF-RESURRECTION - The shaman can heal himself and return from the dead. To do
this, the shaman must heal himself up to 1 positive hit point -- however, it
costs POW rather than MPs to heal himself in this way. This takes an amount of
time equal depending on the levels of Self-Resurrection the shaman has.

    Level    Limit             Level     Limit
    1    a season (8 weeks)    5     a minute
    2    a week             6    a melee round
    3    a day             7     your DEX SR
    4    an hour             8    a single SR

SHOW SPIRIT -    This exposes discorporate spirits, making them visible to others.
To do so, the shaman spends up to 1 MP per level. A single MP causes all
spirits within his fetch's POW in meters to become visible as vague,
half-unseen shadows. Each additional MP either increases the radius by the
fetch's POW in meters or heightens the spirits' visibility, according to the
following table:

    MPs    Visibility
    1    Onlooker can see a particular spirit in some detail with a Search roll
    2    All spirits easily and clearly visible.
    3    POW of all discorporate spirits visible as per Second Sight.
    4    Exact POW of all discorporate spirits visible
   
SOUL EXPANSION - Each level of Soul Expansion adds +1 to the shaman's species
maximum POW. This improves his chance to increase POW by experience.

SPELL BARRAGE - Each level of Spell Barrage allows the shaman to throw one
additional spirit spell simultaneously. All spells cost the full MP amount. The
SR is equal to the shaman's DEX SR, plus the MPs spent, and all the spells go
off simultaneously. Only one die roll for success is made and either all spells
succeed, or all fail. If multiple attack spells are aimed at a single target,
the shaman just makes a single MP vs. MP roll to see if he was affected by all
the spells at once. Multiple targets must all be visible to the shaman.
    If the shaman gets a critical success or a failure when casting, he only
spends 1 MP, regardless of the number of spells.
    If the shaman has an ability to manipulate spirit spells (such as Lunar
Magic), he may do so at the same time.

SPELL EXTENSION - The shaman can extend the duration of spirit magic spells.
For each level of this ability, the shaman may maintain one spell. The shaman
must dedicate a source of MPs to each extended spell, whether from a bound
spirit, or of his own. The source must have POW at least equalto the MPs used
to cast the spell, and while the spell is maintained, the source has its daily
MP recovery reduced by that amount. The shaman can voluntarily drop the spell
at any time. In addition, if he loses control over a bound spirit being used to
power a spell, the spell is immediately dropped.

SPIRIT AFFINITY - Reflects an affinity for spirits of a particular type, or
tied to a particular Rune. The most direct benefit is that spirits tied to that
Rune tend to be friendlier, though spirits tied to opposing Runes may be more
hostile. Spirit Affinity is normally required of shamans who belong to cults.
The affinity reduces the difficulty multiplier required to search for spirits
of the appropriate type by 1. I.e., common spirits are found instantly,
uncommon spirits have a factor of 1, rare spirits a factor of 3, etc.
In additional, Each level of Affinity gives the user a +10 percentile bonus
when casting a control or command spell on an affected spirit. It also makes it
10 percentiles harder for an enemy to wrest control away from the user. If the
affinity is more restricted than a Rune - say, to a particular type of spirit,
then the shaman gets +20 for his bonus. For instance, a Disease Master with
Disease Affinity would get +20 per level for controlling Disease spirits.

SPIRIT DEFENSE - This gives the shaman some protection even when he is very
weak. Basically, the minimum score he defends and attacks at in spirit combat,
regardless of his real MP score, is always at least 3 times his levels in
Spirit Defense. For instance, a shaman with Spirit Defense 3 would always act
as if he had at least 9 MPs. A shaman with Spirit Defense 5 would act as if he
had at least 15 MPs.
    If the shaman's true MPs are reduced to 0, he can still be possessed.

SPIRIT MASTERY - Each level adds +1 to the MPs lost by a defending spirit when
the shaman overcomes it in spirit combat.    

SPIRIT TRAPPING - Allows the shaman to hold spirits within his fetch. Each
level lets the shaman hold 1 spirit at a time. No trapped spirit may have MPs
exceeding the fetch's current MPs. The shaman can use its abilities as if it
were in a binding enchantment.

************************************************************************

Some New Spirit Spells

BANISH SPIRIT
Variable, attack, ranged, instant
Cast upon a single spirit creature. If the spirit's MPs are overcome, it must
either depart at once, or lose 1d6 MPs for each point in the Banish. If the
spell fails to overcome the spirit, it still loses 1 MP for each point in the
Banish, unless defensive magic wholly blocked the Banish effect.

DRAW SPIRIT
2 points, attack, ranged, instant
If you overcome the defending spirit's MPs, 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.
Nor does it affect a spirit already engaged in spirit combat, unless it has at
least 10 MPs more than its strongest opponent.
    The spirit must continue to engage you until the spell expires or is
dispelled. Of course, if it does not have at least 10 MPs more than you, even
then it must continue combat.

EASE PAIN
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. Each point of
Ease Pain counteracts the effects of a pain spirit by 1 percentile. This spell
will not eliminate incapacitation or unconscious, or cure ailments.
    Available: most everywhere. Found at healing, earth, and sky cults.

*****************************************
CULTS AND SHAMANS
Most 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 require their shamans to take upon them a specific
taboo(s). These taboos do count towards permitting the shaman to get ability
levels. Example: Tunk the shaman becomes an ancestor worshipper. At a great
ceremony, his ancestors force upon him the two taboos (see below) of this
religion. He can now take 2 levels in appropriate abilities without suffering
any stat losses, if he wants.

Shaman Cults & Required Taboos
ANCESTOR WORSHIP (Daka Fal)
・ hearken to the ancestors, and never dishonor an ancestor.
・ Never bind or possess a relative without permission.

BAGOG
・ must agree to mortal combat with candidates for shamanhood.

BASMOLI
・ never surrender.
・ Never let a tribe member or lion suffer needlessly.

BLACK FANG
・ never reveal cult secrets or membership to outsiders.

KOLAT
・ always challenge other shamans to duels of magic.
・ Live only where the winds are free (i.e., not in towns).

KYGER LITOR
・ deal only with darkness spirits.

PRAXIAN
・ do not fight with weapons, only magic.
・ Never eat cooked meat.

SCHOOL OF RED MASKS
・ Never learn a spirit spell without learning the opposite (if any) as well.
・ Do not take an affinity other than Moon or Chaos without taking the opposite
affinity at the same time.

ULERIA
・ Never take Death Affinity, and your very first ability must be Life
Affinity.

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 have the spell Summon <spirit> before he can organise Spirit
Cult worship. Any friendly spirit who can be worshipped will teach this gladly
to shamans it encounters: spirits can be met by chance while wandering the
spirit plane, contacted deliberately by going to places they are known to
frequent (their homes, territories, or favorite spots), or summoned by holding
a ritual to attract their attention (in an appropriate location, appropriately
garbed, with appropriate ritual objects, offerings and sacrifices).

Random Spirit Encounters
Chance encounters are up to the GM, whether using the Spirit Plane Encounter
Tables (any incarnation) or his own devious devices. Such encounters could be
good or bad news for the shaman. In some places, spirits are known to cluster
-- as around the "generic" holy places in Prax, ruins, and oases, where hungry
and forlorn spirits cluster in search of food or worship. Random shamanic
encounters have brought both beneficial and malevolent spirit cults into the
world. If a Shaman meets and befriends a nice spirit, he can learn how to
summon it (and go back to his tribe to arrange worship). If a Shaman meets and
is taken over by an evil spirit, it may (while possessing the shaman) arrange a
worship service to "summon" and propitiate itself! (Cue diabolic laughter).

Finding Spirits "At Home"
Places that are "home" to specific spirits can easily be assigned depending on
campaign needs. Many spirits (obviously including spirits "of" places) are
sedentary, and this how "local" spirit cults survive -- the spirit that happens
to dwell in the Hare Woods, or the Travelling Stone, will always be found by
the people who live round that way, for better or for worse. Locals probably
know of (at most!) a single place within reasonable travelling distance where a
given spirit can be summoned! Summoning spirits at their known holy places (aka
"homes", "nests", "territories", etc.) is relatively straightforward, though a
full summoning ceremony is usually employed (following the sensible Shamanic
principle, "better safe than sorry"). If the Spirit turns up, the Shaman can
learn Summon <spirit> ritual spell. If it doesn't, you've lost nothing.

Summoning Rituals
If you choose instead to call up a specific spirit, to a place with which it
has little or no previous connection, it'd be best to think in "Ritual Magic"
terms: go to a place appropriate to that spirit, bringing gifts (sacrifices,
trappings, items) that you think will be attractive to the spirit, and try to
summon it to you there. Thus a Praxian shaman summoning Sun Hawk would wear a
hawk-feather cloak, a bright-eyed, beaked mask, and perform his ritual in the
arid uplands ("hawk country") at high noon, offering up a live hare or
similarly attractive prey to catch the spirit's attention. (And Sun Hawk still
isn't guaranteed to turn up...)
The GM should modify the Summon chance depending on the suitability of the
players' preparations, and their "fit" to his campaign needs. A base-chance
Summon roll normally only applies under "ideal" circumstances: after enough
research has been done to select a suitable location, an apposite date and
time, carefully and expensively prepared "props" (costume, ritual objects,
etc.), and a tasty gift, sacrifice, offering, or whatever.
    The Summon roll is made, modified by Ceremony. A failure costs the Shaman one
POW, and he does *not* learn the "Summon <spirit>" spell (he thought he did,
and got it wrong, and blew his POW). A fumble is left to the devious and
twisted imagination of the GM. On a success, the appropriate "Summon <spirit>
spell is learned, the Shaman spends 1 POW to cast it, and the spirit appears.

2) Then Worship It...
A summoned spirit expects to be worshipped, sooner or later, and it may become
upset, surly or uncommunicative if nothing is offered after it's gone to the
trouble of turning up (and/or had its home invaded by unwelcome outsiders). NB:
a Shaman who has a good "track record" with a particular spirit might be able
to call it up for
other purposes... this is left to individual GMs to develop.

Becoming a Cultist
Becoming a member of a Spirit Cult congregation costs 1 POW, which is
sacrificed in the presence of the summoned Spirit, and creates a link to it (in
a manner similar to cultic Initiation). This should be noted on the character
sheet (perhaps on a list of Spirit Cults or other cult initiations), as it is
normally permanent: a Praxian brave who once worshipped Sun Hawk in his wild
and foolish youth can still do so as an elder, if the spirit can be found. It
is very hard to be "Excommunicated" from a Spirit Cult (as no-one can be
bothered to go through the motions); much more likely you will be torn to
pieces by your former co-religionists if they catch you.

Worship Ceremonies
At a worship ceremony, worshippers sacrifice all but one of their MPs to the
spirit. Roll 1D100: if the number rolled is less than or equal to the number of
worshippers, the worship was successful. A canny GM may use the exact number
rolled as an indication of *how* powerful the summoned manifestation of the
Spirit is: success, POW of spirit equals 1D100 roll; special success, POW
equals number of worshippers; critical success, POW equals 95; failure, what
spirit were you talking about? -- it doesn't hang around; fumble - Aha! Cue
evil GM laughter and cunning plots...

Outsiders!
If you attend a successful worship service but are not a worshipper (you're
present, but have not given POW to the spirit), the Shaman and Spirit may
detect you and feel unkind towards you: a POWx3% roll is probably appropriate
(they are detecting your "uninvolved" POW, so having a high POW works against
you), whether you are "hanging out" in the congregation, hiding behind a nearby
rock, or whatever. Commonly, simpler and/or more malicious spirits assume such
persons are intended as sacrifices, and don't ask twice before tucking in!

A note on the "Worship" spell
Spirit Cult worship does *not* require a "Worship" Rune spell. The Shaman's
ability to summon the spirit is equivalent to this. Shamans who have sacrificed
for the relevant Summon spell do not need to sacrifice 1 POW to participate in
Spirit Cult worship: they already have a "link" of sorts to the spirit,
understanding its nature well enough to direct Magic Points to it. They can
participate in, and derive full benefits from, a Spirit Cult worship services
in which they do not lead the congregation.

3) Then Get Its Magic...
All Spirit Cult worshippers who have participated in a successful worship
ceremony can sacrifice for one or more points of the spirit's Rune spell(s).
"Ordinary" worshippers regain the use of their Rune spells as per normal
one-use magic. Shamans who know the relevant Summon ritual can gain their
Spirit Cult Rune spells "reusably": they will regain the use of all their
spirit cult rune spells (other than a just-cast "Summon <spirit>") every time
they participate in a successful worship service for that spirit (whether
leading worship or simply participating).

4) And Keep It Happy... Requirements, Taboos, Restrictions
Some spirits require certain actions, attitudes or taboos from their followers.
Most can't afford to be so picky, or their "cult requirements" are pathetically
trivial (e.g. "always butcher frogs"). Some can be scary, though: be creative!
A follower who breaks his taboos cannot successfully participate in the next
worship service (i.e. his participation counts for nothing, he is not a % in
the Shaman's roll, he cannot gain or regain Rune magics). A Shaman who breaks
his taboos has the replenishment of his Summon spell delayed for another
season, annoys the spirit, and may have to explain this to his congregation.
(Spirit cults don't have spirits of reprisal, but the main spirit can usually
manage well enough by themselves, whenever they are summoned for worship
service, should malefactors be unwise enough to present themselves). Note that
it is unusual for a spirit cult to have unduly onerous membership requirements,
or how on earth would it survive? "Daft" requirements are far more fun!

Regular Worship
Successful spirit cult worship is commonly carried out seasonally: this is
magically efficient, keeps the spirit happy, and tops up cultists' Rune spells
on a regular basis. Spirits can afford to be forgiving, though -- their sense
of time is different to ours -- and most won't bear lethal grudges if
"neglected" for a while. Most are pathetically grateful for whatever worship
they can attract, and see no point in driving away their semi-faithful
worshippers. So if a Shaman only worships Sun Hawk at midsummer - or only at
midsummer if his tribe is near the Sun Dome Temple - he won't 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" Rune spells. For this reason, any more frequent
worship usually represents a highly domineering, exploitative or obsessive
Shaman -- it's no surprise that these are common Shamanic personality traits!

Can I join more than one Spirit Cult?
The Spirits worshipped by Spirit Cults are pipsqueaks compared to the Big Gods.
Their Shamans and worshippers can usually worship any number of them (unless
they strenuously object, such as when a Star Spirit learns you are also a
worshipper of the Great Dung Beetle), and they're usually grateful for whatever
worship they can obtain. In the boardgame "Nomad Gods", the Praxian tribal
shamans 'worship' (i.e. use) any spirit they come across, regardless of
existing alliances or traditional tribal friendships, except in special cases
(like the Three Feathered Rivals, or raw Chaos). (NB: the mutual antagonism
between the Three Feathered Rivals is famed throughout Prax: pity the Shaman
who maintains good relations with more than one of these quarrelsome birds!)
    In fact, as Shamans don't have the close emotional ties to their spirit cult
associates that priests have towards their gods, it is entirely possible for a
Shaman to summon a spirit with whom he has previously has a good relationship,
only to entrap, enslave or betray it. If the tribe is very hungry, and the
shaman knows how to summon Frog Woman, and his followers all know how to
butcher frogs, by now... well, French cuisine comes to the Plaines of Prax! Or,
for example, a Shaman wanting to do Sun Hawk a favour might summon Raven (Sun
Hawk's rival) to a place of Sun Hawk's choosing for an outburst of
cartoon-style violence...

What does my God think of my Spirit Cult?
Major religions consider most spirit cults beneath their notice. Most spirit
cults are glad of any worship they can attract. It is unusual for a mainstream
cult to bear a special animus towards a spirit cult. Clearly there are
exceptions -- a Yelm priest is unlikely to sympathise with shamanic worship in
any case, even less with shamanic worship of Darkness spirits!
    Some divine or divine/shamanic cults encourage worship of certain spirit cults
(e.g. Kyger Litor likes her shaman-priests to worship the Troll spirit cults),
and may maintain ritual knowledge, apparatus or sites so as to make this easier
and more readily available to their practitioners. In a sense, a sub-cult
shrine can be seen as a permanent, institutionalised "Spirit Cult", with its
own occasional devotees, offering a specialised Rune spell, and attracting a
fragment of the worship given by Initiates of the main cult to their deity.

So should I build a Shrine? A Temple?
In Spirit Cult worship, congregations are more important than fixed shrines. If
you can get loads of your followers to chant the praises of the Great Newt,
they will probably do this around a stream, pond,river or spawning-pool -- an
appropriate location for summoning and worshipping such a being. So you can
hold your seasonal worship there regularly, let it be known that that's where
prospective worshippers of the Great Newt should join his existing dozens of
followers... and it might be handy (at some point) to set up permanent
facilities for your regular summoning ceremony (runestones, changing rooms,
storage space for bulky ritual objects). And this is, of course, what Shrines
are!
    If, on the other hand, you're out in the desolate wastes of Prax, you can
forget about keeping an immobile "shrine" to yourself. A Sun Hawk
shrine-equivalent would be the medicine bundle and mask and shamanic costume
and ritual paraphernalia owned by a tribal shaman who had previously contacted
Sun Hawk. If any other tribe got hold of these (by fair means or foul: spot the
scenario potential!), they'd be able to summon Sun Hawk more easily themselves.
And if they did so at Sun Hawk's Perch (a traditional worship spot the Big Bird
is known to frequent), successful worship becomes even easier: as ever in Prax,
the shrines and holy spots are known and shared by many tribes, and used by
whoever happens to be in possession at the time.
    You want to build a Temple for your Spirit Cult? Sounds ambitious, but why not
go for it! It'll be fun to see how the local adventurers react...

Do you have to be a Shaman to start a Spirit Cult?
Frankly, I doubt it. Occasional individuals can be found who, while not "full
Shamans" in the RQ rule sense, nevertheless might possess certain Shaman-like
abilities -- one of which would be the ability to summon and worship a specific
spirit. (Perhaps a chance encounter with the spirit first triggered this
unusual ability.)
    Some Spirit Cults are led by people who are in no way as magically powerful or
generally competent as a fully trained shaman, priest or sorcerer, but who can
nevertheless lead a worship service, summon their spirit, gain reusable Rune
Magic, and so forth. This is, if you like, the flip-side to the way shamans can
exploit encountered spirits: here, the spirit empowers the (damaged?) person it
has contacted, but only to allow them to direct worship towards itself. He can
lead worship to the Frog Woman, all right -- but he isn't a Shaman, or a
Priest, or able to do very much else, come to that. In this way, rogue or
predatory Spirit Cults are easier to establish: you don't need to take over a
Shaman in order to get a presence in the community.
    What priests, wizards and inquisitors make of this is of course a matter for
your own scenarios...