Animism and Primitive Magic

By SwivelDiscourse, in Genesys

I'm working on a Cro-Magnon fantasy campaign, and I want to create a system of magic based around Animism and the Primitive Shamanism you'd find in such a setting. I take some issue with the default Primal magic system because it's a little too vague on how many magic keywords are available to players by default, and it seems to have far more utility and power than I'd like for a primitive setting.

I'm going for something that has utility, but also doesn't have any obvious advantage over being a skillmonkey or any other character archetype. I've got a shamanic divination system, which is basically just the Hacking system under a different skillset and with an animal sacrifice requirement, but what else can I do?

Anyone encountered a system I might be able to adapt to Genesys? Perhaps a GURPS Supplement or similar?

Ok, here's some rudimentary fiddling I've done after looking at the Würm RPG, and the way they handle Shamanism. I've divided up the abilities of Shamanism as Talents, set in tiers, and It seems to fit the relative power and tone that I want.

Tier 1: Trance: Grants Divination and the ability to travel to the Realm of the Spirits, Functionally the same as Hacking, except uses Primal Magic as the main skill.(Will spend some time re-writing the Hacking Rules to fit the Tone of Pre-history Fantasy)

Tier 2: Shaman’s Tongue, Grants use of Utility spell, and the ability to speak with animals on a successful Primal Magic check.

Tier 3: Shamanic Revelations, Grants the ability to use the Heal spell, and a boost die to any Primal Magic check used during a Trance to gather information or speak with animals.

Tier 4: Spirit Wielder, Grants a boost die to spells to combat evil spirits(Spiritual equivalent of enemy Hackers or Sentry Programs), and also the Curse spell.

Tier 5: Animal Form, Grants use of the Change Shape spell, found here:

I'm going to spend some time adding more of an explanation, and possibly compile a PDF. What do you guys think?

I remember GURPS Dinosaurs included protohumans and possibly rules for caveman shamanism. They also have GURPS Thaumatology, which includes ritual magic, ceremonial magic, and other magic systems. You might also be interested in GURPS Voodoo and GURPS Religion; I know the former has an alternate, ceremony-based magic system, but I can't remember of the latter does. There was also GURPS Ice Age.

Edited by SavageBob

I'd like to see the PDF option when you're done. As for the magic, I'd suggest looking at Runequest 6. It has a whole section just on animism. It could give you a lot of ideas on how to build appropriate spells.

22 minutes ago, Khaalis said:

I'd like to see the PDF option when you're done. As for the magic, I'd suggest looking at Runequest 6.

Completely forgot about Mythras' Animism rules. Last time I ran using that I used exclusively Folk Magic in a WaterWorld campaign. I'll have to take a look back at those for reference.

Also, will do. Keep an eye on the thread and I'll have it uploaded to the OP... eventually.