Shamanism

Shamanism is the ability to handle the spiritual world, even further than just speaking with the spiritual beings. A sub-power on Magic.

Capability
Those who are shamans are making sure a series of behaviors, rights and obligations is reasonable to their cultural social status and social position. They are among the people that is seen when modern western medicine isn’t enough to treat a problem. They also act a guide for the spiritual world to help the people cope with the physical. They can detect a good spirit from one that can be dangerous.

Usage

 * Astral Projection
 * Astral Trapping
 * Danger Intuition
 * Some may have the ability to Heal
 * Mediumship
 * Evocation
 * Some are willing to allow good spirits to possess them to obtain new abilities.
 * Some may have Power Bestowal
 * Power Detection
 * Power Erasure
 * Death Sense
 * Ecological Empathy
 * Supernatural Detection
 * High-Level users can read Auras
 * Intuitive Aptitude can also be in some since it can allow them to understand a spirit's problem.
 * Psychic Navigation

Limits

 * Requires training to master
 * Some are limited what can or can’t they do
 * Must be careful with a spirit
 * May or may not prevent a fatal outcome
 * May be unable to bring the dead back to life

Real-World Knowledge
The knowledge of shamanism dates back as far as ancient times and every culture as a version of the practice. Even today, It is a well-known practice of guidance and development for Neo-Pagans.

Known Users

 * Michael Twoyoungmen alias Shaman (Marvel Comics)
 * Nightwolf (Mortal Kombat series)
 * Brother Voodoo (Marvel Comics)
 * Thrall (World of Warcraft)
 * Mumbo Jumbo (Banjo-Kazooie)
 * Humba Wumba (Banjo-Kazooie)