The power to be a master of shamanism, either innately or through training. Variation of Preternatural Studies and Religion Mastery. Not to be confused with Magic Mastery.
Capabilities[]
Users, either innately or through training, are masters of shamanic ceremonies and phenomena and all their myriad forms, allowing them to perceive and understand shamanism like no other and learn and master virtually any effect and school of shamanism with outstanding ease.
Their ever-growing understanding of the workings of shamanism allows them to extensively modify any effect available to them, drastically increasing their potency and efficiency, merge them into even more powerful ones, and even create their own arsenal of shamanic trump card, while intuiting effective countermeasures to most effectively handle any entity they encounter.
As their shamanic prowess endlessly soars to ever-greater heights, potentially, they eventually reach a near-godlike level, triumphing over terrifyingly powerful entities and entire supernatural armies with little to no effort, often binding them to service in the aftermath, forging unprecedented empires based on superior shamanic systems of their own design, and eventually ruling entire worlds of their own making, second only to genuine spirits - and who knows for how long.
Applications[]
Variations[]
- Tengrism Mastery: The user is a master of Tengrism, a shamanism and animism-based religion originating in the Eurasian steppes. It generally involves the titular sky god Tengri.
Associations[]
Known Users[]
- Tengri Monks (Age of Empires II)
- Iroquois/Haudenosaunee Medicine Men/Healers (Age of Empires III)
- Sioux/Lakota Medicine Men/Healers (Age of Empires III)
- Tengri Shrine residents (Age of Empires III)
- Tatar Archers
- Shamans (Age of Empires IV)
- Jericho Drumm/Brother Voodoo (Marvel Comics)
- Grey Cloud/Nightwolf (Mortal Kombat)
- Cheon Ma (Myst, Might, Mayhem/Nano Machine)
- Various Shamans (Shaman King)
- Kargalgan (Solo Leveling)
- Tusk (Solo Leveling)
- Shamans (Warcraft)




