Shamans draw magic powers from the natural and spirit worlds, from the multitude of spirits that exist. They do not believe in "gods" as such, but merely see them a the most powerful of spirits. Gods are to be respected and admired, representing as they do the highest level and form of spiritual power, but they are still "just another spirit".
Shamans derive their ability to cast spells from their SPIRIT characteristic, similar to how priests use WILL and arcane casters use MIND. Shamans may enhance their SPIRIT characteristic by making bonds with various spirits (qv). Shamans may also bind spirits with particular spell casting powers to their service, either through a spirit binding item (totems and fetishes) or within their own body (allies and binds).
All shamans must make choices as they grow toward adulthood and completing their training. The culmination of this process, and the awakening of their full powers occurs when they accept their Totem Spirit. It is after this point that most players will enter the game.
Chose Your Alignment.
Each shamans must chose a primary alignment rune;
LAW, CHAOS or FATE.
Chaos is not normally an option to a player shaman as it has now been tainted by the Dark Lords influence, but a shaman entering the game from a distant land could possibly chose it. Chaos does not require that you be evil.
A follower of LAW is ordered, methodical, just and rational.
A follower of FATE is nothing, they do not believe in anything to any great significance.
Chose Your Element.
Each shaman must then chose a favoured elemental form:
EARTH, FIRE, WATER, AIR
When interacting with spirits of their chosen domain they will gain a 1 point modifier to their advantage at all times. When dealing with spirits of the opposing domain they will gain a 1 point modifier to their disadvantage at all times.
Chose Your Nature
Each Shaman must chose a nature:
MAN, ANIMAL, PLANT or CORRUPTION.
A follower of Man will relate more closely with people, his tribe and the spirtis of man. Likewise followers of Animals (sometimes called Beast Masters) will relate to animals, and followers of Plants (Druids) will relate to plants. Followers of Corruption are defilers and pursue the dead and are oftne known as Necromancers.
Chose a Totem
Finally the Shaman must chosen a totem spirit form who will become their first, and strongest, ally spirit. This spirit must come from their Nature, so a follower of man would often have an ancesters spirit locked in a bonebag or a shrunken head. BeastMasters will have an animal companion. Druids will have a holy staff or Seed Pouch of seeds from a single tree to which they are bound. Defilers will have the bones of someone they have slain and enslaved.
A shamans first totem spirit will teach the shamans the inners secrets of the spirit world and allow them to complete their training. It will remain with them their entire lives normally. The loss of your totem spirit is a major disaster and many shamans die as a result of it. Because of this they are rarely committed to dangerous tasks.
Casting Spells & Gaining Spirits.
Shamans do not cast spells, they use Spirits they have bound to service to cast spells for them. To gain a spirit they must go to where they are found, their natural habitat or form. Apart from Defilers, all shamans seek to find and gain the services of Free, Ascended and Elemental spirits. A living creature cannot provide its spirit without becoming dead.
Shamans use their castign skills to convert/capture spirits and bind them to service to provide a specific spell. The parameters of the spell can be set as it is cast, but the actual spell is set when the spirit is bound.