As we discussed prior however, you cannot exactly summon spirits or ancestors; death is sort of final, at least normally so in this scenario unless someone goes well out of their way, with tremendous power to do so, to make you flesh again. However, on the Planes, death is more a set back than a permanent state of being. You can alter the powers of the archetype and the way they reflect because of that, [@Cu Chulainn]. Mostly the world of the spiritual is divided into the two kingdoms, in that either one calls upon the powers of "good" and their individual belief in it, or the powers of "evil" and their belief in it. More or less the same concept as to how clerics and paladins do so. So the "Ancestral Protectors" are mostly emanations of hindering energy, sort of a bulwark of power as a spell would be. No issue with not taking Magic Initiate, it is not essential to do so. The only reason I suggested it for those who lack actual spells is because you would have more uses per day of your unique character spell, since all of them are 1st level spells and use those slots - unless of course you improve on them. As abilities, they are mostly on par with any other at that level and are only meant to be synergistic to the party; there's no huge loss for not having more as you regularly would not have them.