Conjurers and invokers of spiritual entities and beings from beyond the grave. Spiritualists have extensive knowledge on the afterlife and know how to draw upon its power.
Prerequisite(s): Character must possess a soul, Cosmos (Plane of the Dead) at Trained Rank or higher
You must select the following talent first:
Conjure Soul: You're able to conjure your soul in a form of your own design; and doing so allows you to manipulate physical objects, fight using the spirit, and much more. Conjuring your soul takes intense focus and costs 10 Stamina points, and it can remain conjured for as long as you are awake. Dismissing it from being conjured recovers 10 Stamina points (however these recovered Stamina points can't exceed your total).
Your spirit's Hit Points are equal to your current Magic Points, and upon reaching 0 MP it disappears and returns to your body. You do not regain Stamina from this unlike dismissing it. The spirit possesses the following attributes; 8 Intellect, 8 Wisdom, and 8 Charisma. Physique and Dexterity are 0 and cannot be modified.
It can move on its own as if it were a separate character, but cannot be more than 6 squares away from you. It is dragged along with you, even forcibly, so it's never more than 6 squares away.
Your spirit's Physical Defense gains a bonus to it equal to its (Reason + Intuition)/2. It has a physical melee attack which deals damage equal to 2d10 + Reason + Intuition, and the attack skill is Weapon (Simple) which is equal in its rank to your Cosmos (Plane of the Dead). This spirit is incorporeal however it is able to interact with physical objects and can be damaged normally despite being semi-physical.
Spirit Training: Your spirit receives a +2 bonus to all of its Defenses, as well as a bonus 5 to its Hit Points. This bonus to Hit Points does not affect your MP.
Ranged Infusion: You can channel your spirit's power into a ranged attack, allowing it to make a ranged attack as opposed to a melee attack. This ranged attack deals 3d4 + Reason + Intuition for damage, and has an attack range equal to 4 squares plus 2 per point in Reason.
Forced Shield: By spending 5 Stamina points you can teleport your spirit immediately adjacent to you and force it to take the damage from an attack which would otherwise hit you and deal you damage.