preacher65 said:
Why is this troubling me? Well, it has seemed to me that most effects from bound spirits are self-buffs, with embodying elementals being a possible exception. With these new changes/clarifications, I'm trying to figure out how I can use spirit magic to affect other people and the world around me, particularly in combat situations - but also in what we could call "general adventuring".
I think there are two issues at stake here.
I can't speak for Pete Nash, the author, directly but it is my understanding that a shaman is not meant to be physical or combat magician and that in many ways a shaman's greatest strengths are in information and, naturally, in defending allies against threats from the spirit plane.
The shaman has collateral powers against physical opponents, the most obvious being the use of attack spirits and his fetch. However sending curse, disease and bane spirits against opponents is generally something that the *bad guys* do. On the whole shamans aren't designed to cast 'artillery magic" but a fetch or a spirit contact or ally can usually incapacitate a single unprepared opponent very easily.
There is a specific issue with elemental spirits in that the description in the core book consists of just two paragraphs and clearly confuses more than it helps. It's meant to say that when you embody an elemental spirit you get all its powers, both for good and ill. Remember the key statement from earlier in the chapter: spirit powers are persistent, i.e. they are "always on." Embodying a spirit to gain its powers therefore is going to give you an "always on" spirit. Although this does follow from the logic of the whole system, it is poorly communicated. It's a general rule of thumb that people pay more attention to examples than they do to the underlying grammar and the example powers though correct seem to imply that you get just one of them. That's why we spent a lot of time in the article trying to make it crystal clear how it was meant to work.
That all said, there are various ways you can make shamans useful as 'general adventurers.' The most obvious strength is their ability to scout out locations on the spirit plane. If a location doesn't have defences then it's in trouble. A shaman also makes a terrifying assassin, able to creep into most places, discorporate the target and do what he likes. On an actual battlefield, a fetch can quickly possess an opponent and then cause confusion by using the body to attack friends. If he has time to prepare he can bring spirit allies with him, have an ancestor possess him to give him the skills he needs and so on. There is always the option of embodying an elemental. It needs to be done carefully but unlike a priest, a shaman doesn't need a body of elemental present.
Finally though, the system is somewhat 'old school' because there are so many things you could do with spirits that it should be more a case of players asking themselves "how can I do this" and coming up with something believable. For example, rather than binding an elemental spirit and embodying it, maybe you could gain one as an ally or contact. Use Spirit Walking to summon it, ask it to possess an opponent then light the blue touch paper. To an outsider the shaman appears to chant and point, an opponent falls over, starts to writhe and smoke on the ground then bursts into a huge fireball which then proceeds to head off down a corridor. Maybe a GM might say "it doesn't say in the rules that an elemental spirit can do that" at which point you need to remember that the rules are just a starting point.
Finally, do remember this from S&P 90.
It is possible for spirit magicians to gain elemental spirits as allies in which case the magician cannot embody the spirit but can summon it to the mortal world through Spirit Walking and have the spirit manifest within the appropriate volume of material.
This was put in to explain exactly how it is possible to have elementals attack opponents without requiring embodiment.
The spirit magic rules are not a spell list with prescribed, limited effects. They're a tool kit. They contain everything from the very simple (bind a nature spirit to give you plus one step to your damage bonus) to the use of spirit allies to come up with the most creative uses you can think of.
So to go full circle and betray my lack of knowledge of MMO terminology, a shaman in combat is something like a striker who can take out single opponents from range. He's the best scout in the game. He also has tremendous powers of control, can go nuclear with elementals, and can be an effective warrior with ancestors and/or combat buffs.