Spiritualism is the magic dealing with the souls of the living - and the dead, dealing with haunts and phantoms just as well as living beings. This form of magic is one of the more esoteric types.
Spiritualism is magic tied to the spirit - the soul of the spellcaster. Typically, spellcasters have strong spirits anyways due to the spiritual connection needed to access their Magic Points, but Spiritualism is itself fueled by the soul.
Practitioners of Spiritualism must have a soul in order to cast these spells to begin with. Playable Species possess souls unless otherwise specified. In addition; spirits, ghosts, phantoms, and haunts are all naturally made of soul-stuff - because of this they are usually naturally inclined to Spiritualism.
Spiritualism spells accrue Glimmer, causing your soul to glow brighter and making you more visible to ghosts and other spiritualists. Glimmer starts at 0, increasing by 1 for every Spiritualism spell cast, and the maximum your Glimmer can be is equal to your Primary Casting Attribute + half of your Secondary Casting Attribute.
For every point of Glimmer you have, you exude a radius which is invisible to non-spellcasters, and the amount of squares this radius encompasses is equal to your Glimmer (minimum of 0 sq. or nonexistent with 0 Glimmer). If your Glimmer reaches its maximum, you light up like a beacon, and every spellcaster or being capable of detecting spirits within 3 miles of you is capable of seeing and sensing your presence.
Glimmer reduces over time naturally, receding so long as you abstain from casting Spiritualism spells. For every day you haven't cast a Spiritualism spell, you decrease your Glimmer by 1d4.
Glimmer can also be suppressed by spending an amount of MP per hour equal to your current Glimmer. When suppressed in this way, the radius is confined to wispy trails of magic coming off of you, and require an appropriate check or detection spell (such as Detect Spirits) in order to identify you as a Spiritualist. The Sight DC to see your Glimmer when suppressed is equal to 20 + your Primary Attribute + your Secondary Attribute.
These spells are typically learned by sacrificing Spells you would normally gain from your Occupation or advancement. Some may need to be learned by completing a special task, however these are the exception rather than the norm.
Spiritualism spells still cost Stamina just like normal spells, using half the MP cost for the Stamina cost.
MP Cost: 6 | Duration: 1d4+Secondary Attribute rounds | Range: Self or adjacent character
You can infuse a spirit into yourself or another, granting a bonus as determined by the spirit's type which is chosen below when first casting the spell.
Warrior Spirit: +4 bonus to attack rolls and damage rolls with melee weapons.
Hunter Spirit: +4 bonus to attack rolls and damage rolls with ranged weapons.
Noble Spirit: +5 bonus to all Social skill checks.
Scholar Spirit: +5 bonus to all Knowledge skill checks.
MP Cost: 8 | Duration: Instantaneous | Range: Adjacent enemy
Entrenching your fist with spectral energy you reach out and touch an enemy adjacent to you. If the enemy is a spirit, ghost, or other form of incorporeal creature and you successfully hit them they take 2d8 points of damage which bypasses Defense Points. If the enemy is a corporeal being it instead inflicts a random status effect at Low Intensity on a 1d4 roll.
Pain
Confusion
Dazed
Unconscious
MP Cost: 3 | Duration: Instantaneous | Range: 6 sq. cone
You look for spirits, ghosts, or creatures with glimmer within the cone. If a creature within the cone is attempting to suppress their Glimmer, you immediately receive a Sight check versus their DC with a +4 bonus. If you beat their DC, their attempts at suppression instead end and their Glimmer becomes visible to even non-spellcasters for up to 1 minute after this spell is cast.
MP Cost: 12 | Duration: Instantaneous | Range: Adjacent target
This spell can only be cast upon a target currently being possessed by a hostile force or who is under the effects of some sort of spiritual puppeteering (such as having someone controlling another through the use of possession-like effects).
When attempting this you make an attack against the target's Mental Defense, and on a successful hit the spirit or being is displaced and if a spirit which was previously inside their body they are shunted into an adjacent square to the individual they were possessing. The spirit/being this spell displaces is afflicted with Stunned and Dazed at Moderate Intensity for 1d4+1 rounds thereafter.
MP Cost: 6 | Duration: 1 hour | Range: Self
Upon casting this spell, for its duration you appear to have a Glimmer of 0 without careful examination. Careful examination requires an individual succeed at a Sight check versus DC 20 + the skill bonus of your Spellcasting (for example, Competent is +10, making it so it is a DC 30 Sight check).
While your Glimmer is suppressed in this way you cannot cast Spiritualism spells, else the effect immediately ends and your Glimmer is not only revealed but is considered to be at the maximum (lighting up like a beacon) for 1d4+1 rounds thereafter.
MP Cost: 15 | Duration: 1 round per point of Secondary Attribute | Range: Target within 6 squares
Make a Spellcasting attack against the Mental Defense of an incorporeal creature within 6 squares of you. On a successful hit, the incorporeal creature is forced into a faux 'physical' form you've created for it which materializes as soon as it's ripped from being incorporeal into becoming corporeal. While in this state the incorporeal creature can be attacked by other corporeal creatures normally, however if the incorporeal creature were to be brought to 0 HP the corporeal form disappears as it reverts to its incorporeal form before being defeated by the HP damage.
MP Cost: 17 | Duration: Instantaneous | Range: Target within 4 squares
Make a Spellcasting attack against the Mental Defense of a corporeal creature within 4 squares of you who possesses a soul. If your attack would hit, they experience a withering effect which rends their spiritual energy asunder and causing them to suffer Pain at Low Intensity.
If the target of this would already be suffering from Pain, they also lose MP depending on how severe the pain is prior to the spell's effects. Low Intensity causes them to lose 1d8 points of MP, Moderate Intensity causes them to lose 2d8 points of MP, and Severe Intensity causes them to lose 3d10 points of MP.
MP Cost: 8 | Duration: Instantaneous | Range: Target within 6 squares
Make a Spellcasting attack against the Mental Defense of an incorporeal creature within 6 squares of you. If your attack would hit, the spirit takes 1d10 + half Secondary Attribute points of damage directly to its Hit Points.
MP Cost: 5 | Duration: 4d6 rounds | Range: 1 mile
In a 1 mile radius around you or an inanimate object you designate, intense spectral energy is slowly radiated and creating a point of intense interest for the undead. Unintelligent undead within the area begin making their way to the point of the broadcast with no hesitation, potentially breaking any control any necromancers may have had over them, meanwhile intelligent undead find themselves drawn to the location. Unintelligent undead, unless they're being controlled at the moment, automatically are assumed "hit" by this ability and begin their trek. Intelligent undead or unintelligent undead being controlled have a Spellcasting attack made against their Mental Defense, and on a successful hit they begin their own trek to the source.
Against spirits, phantoms, ghosts, poltergeists, and other incorporeal undead creatures the attack roll is at a +5 bonus, and they are able to travel twice as fast to the source.