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Spirit Calling

 

Whereas most of us live out our lives in the physical world, most sorcerers are at least aware that other layers of reality exist. This Praxis concerns itself with the inhabitants of the Middle Umbra, including elementals and nature spirits. Wraiths and Spectres are handled through the path of Necromancy, and the various otherworldly beings (demons and angels) are the province of Daimonis. This Praxis is often followed by tribal cultures familiar with the necessary means to appease the spirits and show them respect. Umbrood do not think like humans, and communicating with them can be a chore even in the best of circumstances. As noted in Daimonis, there’s a reason why these creatures don’t walk the earth, for which experienced sorcerers are profoundly thankful. Umbrood make bad enemies, and it doesn’t take much to offend them. Behave yourself if you invite them in. For rules regarding spirit stats and combat, see Chapter Four or Laws of the Wild.

 

Basic:

 

Spirit Speech

This spell enables you to perceive and communicate with all types of spirits, regardless of their origin. You may speak to them if you wish, though they are under no obligation to reply. This ability is automatic once learned, though you must have an appropriate Lore to identify the spirit in question.

 

Banish

Before extending your powers any further, it is prudent to learn how to protect yourself from spiritual forces. By winning asocial Challenge, you may force any nature spirit or elemental to leave your immediate area. You must declare whether the target is banished from that specific location or the prohibition is against approaching you personally. The duration of this compulsion is determined by an Extended Social Challenge

 

Intermediate:

 

Summon Spirit

You are now able to place a call into the Umbra, requesting either a specific spirit whose name you know or just any one of a certain type of Umbrood. Whereas the completion of the spell puts forth the summons, forcing the spirit to respond requires a Social Challenge. Normally, this spell only calls forth lesser spirits, such as Gafflings and weak elementals. By performing it as a ritual, you may summon more powerful beings:Jagglings, preceptors, greater elementals or even Totem avatars. Of course, what the spirit does once it arrives is another matter entirely.

 

Spirit Wrack

You are now able to direct your wrath against spirits who displease you. For each success on an Extended Mental Challenge, you may inflict one aggravated wound upon an inhabitant of the Middle Umbra. Alternately, by winning a Social Challenge, you may force a spirit to perform any one service. However, if the task assigned would take more than an hour to complete, you must also spend a temporary Willpower Trait once the challenge is resolved.

 

Advanced:

 

Nimbus

You are well-respected among the Umbrood, though whether that respect comes about due to fear or friendship is up to you. This spell allows you to take advantage of that reputation, surrounding yourself with an aura that shines like a beacon in the Umbra. This glow is visible to all inhabitants of the Umbra, regardless of their plane of origin. However, its effects are felt only by the inhabitants of the Middle Umbra Any spirits who wish to engage in any aggressive or hostile actions in your presence must first defeat you in a Mental or Social Challenge. If a would-be opponent fails this test, he is bound by this effect for the remainder of the game session. Consider it a form of Majesty for the Umbrood. Your aura lasts for one scene, though it immediately fades if you perform any hostile actions. Certain Umbrood, such as totems and Celestines, may cancel this out by their own presence.

 

Master:

 

Spirit Walk

As your understanding of the spirit world reaches its peak, you are able to bridge the Gauntlet, stepping from the physical plane into the Middle Umbra. Your normal characteristics (Attributes, Abilities, Sorcery, etc.) do not change - you are still mortal, just existing on a different level of reality. While in the Umbra, you must indicate your alternate location to other players by holding one arm across your body. In chronicles with multiple forms of spirit interaction, you might also want to specify which level of the Periphery you have chosen. Remember, you're on the spirits' home turf, so mind your manners.

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