How the two main magical paths differ — and what tools each one brings to the table. Sources: SR2 core Magic chapter pp. 118–127, expanded in Grimoire 2nd Edition.
// THE SHORT VERSION
Both Hermetic mages and Shamans pick spells from the same Spell Directory using the
same skills (Sorcery, Conjuring) and the same drain mechanic (Willpower to resist). The difference is
everything around the spell: how the magician was trained, what spirits they call, what
workspace and gear they need, what penalties they carry, and — for Shamans — the totem that defines
their bonuses and constraints.
// AT A GLANCE
⌬
Hermetic
RATIONAL · FORMULA · LAB
The intellectual path. Magic is a discipline you study: read grimoires, write formulas,
run repeatable experiments. Universities, corp wage-mages, and tower-of-the-occult types tend to be hermetic.
Workspace:Hermetic Circle (p. 126) — drawn for ritual sorcery and elemental summoning.
Library:Hermetic Library required for learning new spells (Magical Supplies, p. 263).
Tone: Renaissance occultist, corp researcher, university magus.
◐
Shamanic
INTUITIVE · TOTEM · DOMAIN
The intuitive path. Magic flows through the shaman from a totem — an animal-spirit
patron — and is grounded in place. Tribal healers, urban shamans channelling Rat or Raven, and
wilderness practitioners all sit here.
Workspace:Medicine Lodge (p. 125) — a consecrated space attuned to the shaman's totem.
Library equivalent:Medicine Lodge Materials + fetishes, not books.
Spirits summoned:Nature Spirits bound to a domain — City, Forest, Hearth, Mountain, Desert, Lake, Field, Prairie, Sea, Sky, Swamp, Storm. Out of domain → no spirit.
Totem:mandatory. Each totem gives spell-category bonuses and a real constraint (see below).
Tone: medicine worker, urban prophet, druidic guide.
// SHARED vs DIFFERENT
Shared mechanics
The full Spell Directory — both traditions buy from the same list.
Sorcery skill rolled to cast.
Conjuring skill rolled to summon spirits.
Willpower rolled to resist drain.
Magic Rating = floor(Essence). Chrome kills both equally.
Force Points at chargen pay for spells and foci, regardless of tradition.
What differs
Spirits called: Elementals (Hermetic) vs Nature Spirits bound to a domain (Shamanic).
Material backup: books, libraries, formal foci (Hermetic) vs fetishes, lodge materials, totem items (Shamanic).
Totem effects: only shamans get spell-category dice bonuses — and the penalty side of the trade.
Geographic dependence: Hermetic mage's elemental works anywhere; shaman's nature spirit is helpless outside its domain.
Constraints / geasa: hermetic has none built in; many totems impose roleplay-and-mechanics constraints.
// TOTEMS — SHAMANIC ONLY
Pick one at chargen. Each totem grants spell-category dice bonuses (and sometimes conjuring bonuses for specific spirit types) and imposes a real constraint. Values verified against SR2 core, pp. 120–122.
BearForest
+2 dice Health spells
+2 dice conjuring Forest spirits
Berserker. When wounded, must make a Willpower test (TN 3) or attack the closest enemy until they fall or the spell wears off.
CatUrban
+1 die Illusion spells
+2 dice conjuring City spirits
Vain. Cat will toy with prey rather than dispatch it; takes +1 TN penalty to be made to look foolish or undignified.
CoyoteAnywhere
+2 dice Illusion / Manipulation spells
+1 die conjuring spirits
Trickster. Refuses to be bound by limits, contracts, or oaths. Compelled to deceive or upend social order on a fairly regular basis.
DogUrban / Hearth
+2 dice Detection / Health spells
+2 dice conjuring Field & Hearth spirits
Single-minded loyalty. Once Dog locks onto an aim, changing plans requires a Willpower test (TN 4). Hard to convince once committed.
EagleMountains
+2 dice Manipulation spells
+2 dice conjuring Wind spirits
Proud and territorial. Defender of the land and the air; cannot tolerate pollution or destruction without responding.
GatorSwamp / Wilderness
+2 dice Combat / Detection spells
+2 dice conjuring spirits of swamp, lake, river
−1 die Illusion spells
Lazy & greedy. Won't break off feeding once started — Willpower test (TN 6) required to disengage from a fight that's already going well.
LionPrairie
+2 dice Combat spells
+1 die conjuring Prairie spirits
−1 die Health spells
Ambush hunter. Strikes when conditions favour Lion; rarely strikes weak. Confrontation must feel earned.
OwlWilderness
+2 dice Manipulation spells
+2 dice conjuring Night spirits
+2 to TN for all magic during daylight
Nocturnal. Owl is a creature of night — the daytime modifier above is a stiff price in any non-nocturnal run.
RaccoonAnywhere but desert
+2 dice Manipulation spells
−2 dice conjuring Desert spirits
Loner. Raccoon shaman doesn't share well; behaviour around groups is petulant. Cannot dignify violence — Raccoon's clever way around problems is favoured.
RatUrban
+2 dice Detection / Illusion spells
+2 dice conjuring Spirits of Man
−1 die Combat spells
Dirty & furtive. Rat shamans typically scruffy, often unkempt; +1 to TN for all tests when clean/well-dressed (rejecting Rat's nature).
RavenAnywhere with open sky
+2 dice Manipulation spells
+2 dice conjuring spirits
−1 die Combat spells
Trickster & thief. Compelled to steal, lie, or play pranks regularly. +1 TN whenever the run takes Raven beyond open sky.
SharkSea
+2 dice Combat / Detection spells
−1 die Health spells
Relentless hunter. Must keep moving; an idle Shark shaman gets restless and aggressive. Berserker rage similar to Bear when the kill is in sight.
SnakeAnywhere except mountains
+2 dice Detection / Health / Illusion spells
+2 dice conjuring spirits of own choice
Secretive. Snake shamans are kept in close council with hidden knowledge — risk-takers when offered a secret worth holding.
WolfForest / Prairie / Mountain
+2 dice Detection / Combat spells
+2 dice conjuring Forest / Prairie spirits
Pack loyalty. Wolf shaman dies for the pack; will never show cowardice. Berserker rage similar to Bear under threat to friends/family.
// SPIRITS — WHO ANSWERS THE CALL
⌬ ELEMENTALS
Hermetic conjuring. Four flavours; each is a discrete summoned entity that performs a contracted number of services and is then dismissed.
Fire — heat, flame, energy
Water — fluid, currents, drowning
Earth — stone, soil, weight
Air — wind, breath, electrical effects
Mobile: serve the magician anywhere. Cost in time and material at summoning. (SR2 p. 150)
◐ NATURE SPIRITS
Shamanic conjuring. Each spirit is bound to a domain. Out of its domain it has no power; in-domain it's typically more capable than the equivalent elemental.
City
Desert
Field
Forest
Hearth
Lake
Mountain
Prairie
Sea
Sky
Storm
Swamp
Pick your ground. A City shaman is terrifying in the Sprawl; same shaman in the wilderness is a mage with no backup. (SR2 p. 149)
// ADEPTS — THE THIRD PATH
// NOT A TRADITION, A DIFFERENT KIND OF MAGICIAN
Adepts (sometimes Physical Adepts) channel magic through the body rather than through
spellcasting. They don't pick a tradition because they don't cast spells — they invest
Power Points (equal to their Magic Rating) into Adept Powers like Killing Hands,
Increased Reflexes, and Pain Resistance.
Because adepts are mechanically distinct from full magicians, the full catalogue and selection rules
live on their own page: → Adept Powers (07).
See Talon in the Dossiers for a worked Elf Physical Adept.
// CAVEATS & FLAGS
Some totems' favoured environments and constraint details are paraphrased here for brevity — verify against pp. 120–122 of SR2 core for the exact wording the GM rules on at the table.
The book includes a handful of minor / regional totems beyond the 14 listed here, and Grimoire 2e adds more (Sea Mother, Wise Warrior, etc.). Worth a glance if a player wants something unusual.
Aspected magicians (sorcerer-only, conjurer-only, or focus-only) appear in Grimoire 2e and Awakenings. They're treated as a build option more than a tradition; ask if you want a writeup.