Spirit (Color = Orange, Associated Stat = Charisma): This school deals with the spiritual aspect of creatures, the spirit world (Ethereal Plane), and the spiritual creatures that exist in the spirit world (animal spirits, spirits of the dead, and powerful spiritual entities). Unlike other Schools, the difficulty of Spirit magic is often a factor of the barrier between planes, making these spells harder to cast in some places. In other places, the barriers are weaker – the GM will provide more information once the proper spells are used to examine the thickness/strength of barriers that separate the planes at a given location. Crossing the barrier is often necessary to call spirits or enter the ethereal plane physically.
In the realm of magical education, nestled among the illustrious ten schools of magic, there exists a unique and profound discipline known as the School of Spirit. This esoteric institution delves into the mysterious ethereal plane, the ethereal home of spirits, and the complex interplay between the spiritual realm and the living world. Masters of Spirit are revered for their ability to unlock the secrets of the ethereal plane, commune with spirits, and wield the ethereal forces that shape reality.
The School of Spirit places a strong emphasis on understanding the delicate balance between the tangible and the intangible, the seen and the unseen. Students in this school embark on a journey to attune themselves to the vibrations of the ethereal plane, allowing them to perceive spirits that coexist with the living. The curriculum encompasses diverse topics such as spirit communication, astral projection, and the art of channeling the powers of the departed.
One of the distinguishing features of the School of Spirit is the adept's capacity to open gates into the spirit world. These mystical portals allow the practitioner to traverse the distant reaches of the ethereal realm, encountering ancient spirits, forgotten gods, and totems imbued with untold power. Masters of Spirit can forge alliances with these otherworldly entities, seeking guidance, knowledge, and assistance in times of need.
In the realm of combat, the practitioners of this school wield bolts of pure spiritual energy as weapons. These ethereal projectiles can be devastating, capable of affecting both corporeal and spiritual entities alike. The advanced mastery of spirit manipulation enables the adept to grasp, torture, and even crush the spirits of creatures, asserting control over the ethereal essence that resides within. Within the confines of the material world, the masters of Spirit hold the ability to awaken dormant spirits within objects, dwellings, and even sections of land. This unique skill allows them to imbue life and purpose into seemingly lifeless entities.
One of the most revered skills of the School of Spirit is the creation of fetishes and powerful items that act as spiritual binding objects. These artifacts allow practitioners to command and control bound spirits, harnessing their unique abilities for various purposes. Adapts can become a spiritual conductor, orchestrating the energies of the ethereal plane to manifest in the physical world, allowing spirits to control their bodies in return for favors from the spiritual entries. They can detect the presence of spirits within others and determine if those spirits are foreign or native to that body.
Practitioners of the Spirit School can solidify ectoplasmic energy, forging weapons, armor, and objects made of pure spiritual energy. They can contact the dead and offer a defense against incorporeal undead creatures that exist partially on the ethereal plane. Those of an evil nature have been known to kill their opponents by extinguishing their spirit, stop a spirit from traveling to the afterlife, or rip out a spirit from a body and place it into another body. Masters of Spirit magic command a great deal of respect.
First Rank - Like all other Schools, the first step of Spirit is learning to see the spirits around you. Mages get a glimpse into the spiritual world – the reflection of the material world. They can see specters and ghosts, hear spirits, and detect where the ethereal barrier is thick or thin. The mage can determine if an object is spiritually possessed and sense objects with connections to the Spirit world.
Examples of 1st Rank:
Detect Possession - determine if a creature/individual is possessed.
Detect Spirits - detect the presence of spirits
Analyze Barrier - determine the thickness of the plane barrier
Hear Spiritual Voices - the mage attunes hearing to the spiritual noise/voices, he cannot talk to them yet.
See Spirits – visually see spirits in a graveyard.
Second Rank - He can also exhibit some control over the barrier that separates the two realms – making it harder for spirits to manifest or easier. Combined with other Schools, the Mage can make objects that interact with the spirit world or use Dimension & Distance to extend his sight further into the spirit world. With the appropriate skills (spirit lore), the mage can see spiritual links attaching a spirit to a dead body or objects. The mage can erect a simple spiritual shield to protect his own spirit from possession or external influence.
Examples of 2nd Rank:
Manipulate Spiritual Barrier - reinforce/reduce the thickness of the spiritual barrier in the immediate area.
Personal Spiritual Shield - erect a personal spiritual shield that acts like spiritual armor (+1 to Spiritual Damage Reduction (SpDR))
Heal Spiritual Damage - repair spiritual damage to self (1 hp)
Talk to Spirits – the wizard cannot converse with spirits in the spirit world
Enhance Personal Spirit - +1 spiritual hit point boost on a temporary basis
Third Rank - For a brief moment, the mage can reach into the spirit world, manipulating creatures and objects there, extending his touch into the ethereal realm. This allows him to attack incorporeal creatures with spells enhanced with the spirit school. The mage can now invite spirits to share his body - this should not be done lightly, as some spirits may not wish to relinquish a body once it has been invaded.
Examples of 3rd Rank:
Affect the Spirit World - interact with the spirit world on a limited basis
Provide Host - allow spirits to share the mage's body
Deflect Spiritual Attack - Provide +1 point of Armor Class that applies to spiritual attacks
Craft Spiritual Either - shape the raw stuff of the spirit world into desired objects
Attack the Spirit - cause spiritual damage to target
Awaken Spirit – coax a spirit to form in a given object or structure.
Fourth Circle - A Mage can now pierce the barrier of the spirit world, physically moving himself into the ethereal realm or back. This action puts the mage at risk of whatever lives in the spirit world, so it’s not something to be done lightly. The ethereal mage can then interact with spirits directly and use his magic on them, travel forgotten spirit pathways, and move into other spirit realms. In addition, the mage can now awaken the spirits of objects or lull them to sleep. The mage can detach his spirit from his body at this stage, becoming a ‘ghost’ himself.
Examples of 4th Rank:
Summon Spirits - call a spirit
Create Minor Fetishes – bind spirits into objects, limited number of services
Enter the Spirit Realm - physically enter the spiritual world
Cure Spiritual Damage - Cure spiritual damage of other creatures (1d4 pts)
Hold Spirit – hold a spirit in place by binding it into the spiritual barrier
Fifth Rank - The mage can now open spirit gates for others, tearing a hole in the barrier to pass through. The mage can also reinforce the barrier and seal breaches, making it impossible for unwanted spirits to drop in. He can now place powerful bindings and summon spirits, gaining allies and servants. The mage can even link a spirit to an object, called a Fetish, to be able to call upon its power.
Examples of 5th Rank:
Create Powerful Fetishes - lock spirits into objects (permanent servitude)
Spiritual Gate - create a gate into the spiritual realm
Spiritual Construction - craft the stuff of ether into permanent spiritual structures
Cause Spiritual Pain – used to ‘teach’ spiritual creatures or physical creatures with spirits
Sixth Rank - now the mage can travel the vast reaches of the spiritual world. Ethereal travel is both faster and often void of environmental weather conditions - the mage can fly in the spirit world. Now, the mage can summon powerful spirits, barter with them, and exchange knowledge.
Examples of 6th Rank:
Summon the Ancients - summon powerful spirits
Erect Spiritual Buildings - craft spiritual building to create a safe haven in the spirit realm
Spiritual Travel - Travel at high speeds through spirit realm
Seventh Circle - The Master of Spirit gains some truly terrifying powers. He can now create, destroy, or heal spirits and spirit material. The Master can create new Realms in the Ethereal/Astral planes (pocket realms – with the use of extended rituals). The Mage no longer has limits to where he can travel in the ethereal/astral realm.
Examples of 7th Rank:
Create Spiritual Pocket Realm - create a pocket sphere accessible through the spiritual realm
Create Spirit - create a spirit
Dislodge Spirit - destroys the connection between a spirit and its physical body
Disallow – alter the phase of a spirit in a host to sever the connection to spell Channing effectively stopping spell casting. Rituals are not affected.