Animism Spells

Level One

Aura Sense (locational)
The Mage may read the aura of an area by gauging the reactions of the spirits within it. He may tell the general emotions experienced by those who frequent it, specific events of great importance, and the general contentedness of the spirits of the area, along with any other information the spirits care to reveal. He cannot, however, determine specific information, such as when so-and-so was here last, or whether anyone has been using this fireplace recently. ROLL - Perception. DIFF. - 45.
Aura Sense (personal)
This spell is similar to its locational counterpart, save that it targets a person rather than a location. By determining what type of spirits naturally congregate towards a given person, and isolating to what specifically each spirit is attracted, the Mage can determine the personality of a character, as well as gain a very general idea of his past actions. ROLL - Perception. DIFF. - 50
Sense Spirit
The Mage may sense whether a particular object has a spirit in it. He may determine the type and nature of that spirit, and with a successful enough roll, perhaps some statistical information. He may also determine if that spirit was bound there, or if it came to be there naturally; with more success, also reveals the relative power of the Binder when that spirit was bound. This spell is only usable on vegetation or inanimate objects, never animals. This spell merely takes a bit of concentration; when Fast-Cast, the difficulty is 10 higher. ROLL - Perception. DIFF. - 55. FAST-CAST.
Spirit Weave (1)
With this spell, a Mage may tighten the bonds chaining a spirit to a place or thing, effectively raising that spirit's bind level. When not Fast-Cast, it is a relatively simple and subtle procedure: the Mage simply weaves gossamer threads of Essence and casts them over the bound spirit. With time the threads constrict, strengthening the spirit's bonds. To cast the spell itself only takes five minutes, but it will not take full effect for a couple hours. The spell costs 1 ST. When Fast-Cast, the spell is far more invasive. It amounts to cramming the spirit into the place or thing from which it is trying to escape, and can be quite draining to both spirit and Mage. The spell then costs 2 ST and 1 HP. This spell raises the bind level on a given spirit by 1, +1 for each 10 by which the Mage's roll exceeds the difficulty. ROLL - Intelligence. DIFF. - 45. FAST-CAST.

Level Two

Bind Spirit (1)
There are five different levels of spirit binding; the first one binds a minor spirit to a small item for a limited amount of time (an item inhabited by a spirit is called a fetish). This spell is not very powerful; it is, however, the least taxing of the five for the Mage. The fetish in question will gain a small advantage for that period; the Mage chooses the advantage himself upon Binding the spirit. The amount of time the spirit will remain is determined by the success of the roll (the minimum requirement binds the spirit for about an hour). The Mage must actually convince the spirit into the item; this requires about an hour, but no preparation or ritual is required, merely a form of spiritual conversation. The initial bind level is 1, +1 for every 5 that exceeds the minimum difficulty. ROLL - Manipulation or Charisma (highest). DIFF. - 60+.
Ingratiate
This simple spell requires a fair bit of ritual and achieves minimal results, but can be used to great effect under the right circumstances. The ritual requires a fire and a dried plant of any variety, and must be conducted in a wooded area. The Mage offers up gifts to the spirits of the area, pleasing them and priming the area for spirit magic. All Animism spells cast thereafter are at -10 difficulty, until the effect wears off (about 24 hours). This can only be cast once in an area, and it may not be combined with any of the greater level spells which accomplish a similar purpose. While it may not seem particularly potent, it can be wonderfully effective just before a major battle, or before a fetish-creating session. However, there is a caveat; this spell benefits anyone using Animism in that area, not just the caster himself, so it would be fairly useless just before combating another Spirit-Mage. ROLL - Charisma. DIFF. - 55.
Spirit Shock
An Animism-Mage does not hurl fireballs or grow razor talons to defeat his opponent at combat. Rather, he relies on his ability to manipulate the spirit of his opponent. This spell is the Animism-Mage's introduction to combat; rather weak, but its versatility and ease of use make up for that to such a degree that even the Master will consider it an occasionally useful part of his arsenal. The Mage spiritually "tugs" at the spirit of the target, slightly dislodging it from it centre. The spirit, in its haste to return to its position, slightly damages its corporeal form, inflicting 1 HP and 2 ST in damage. The advantage to this spell is, firstly, the ease with which it is cast, both in terms of skill and concentration, and, secondly, the fact that neither distance nor line of sight play any role in its effectiveness. ROLL - Intelligence. DIFF. - 65. DMG. - 1 HP and 2 ST. COMBAT.

Level Three

Bind Spirit (2)
Similar to Bind Spirit (1), but this spell allows one to bind significantly more potent spirits. With it, one can bind all but the strongest of spirits. Furthermore, one can bind a spirit to a general location, as well as to an item. Like the first, the second Bind Spirit spell simply employs spiritual conversation; you must convince the spirit to do as you wish. However, with the second level the Mage uses his magic to force the spirit to at least heed the Mage, to listen and pay attention to his request. This makes the spell easier to accomplish, but requires a bit of concentration and effort. The spell, therefore, costs 1 ST. ROLL - Manipulation or Charisma (highest). DIFF - 50 +.
Block Spirit (1)
This spell is used to keep the spirit in a fetish from exerting its influence over that fetish. It does not remove that spirit, but the fetish will be temporarily deprived of its additional powers, and turned into an ordinary item of the same type. This can block any spirit, but it works better against minor spirits. The difficulty is determined by the bind-level of that spirit to that fetish, so this spell should be generally successful against the creation of a minor Animism-Mage. This spell forms an Essence-shield between the spirit and its fetish; a bit of concentration is required for this shield, and can quite drain the Mage if he is forced to rush the magic. It normally requires 1 ST, 3 ST and 1 HP if the spell is Fast-Cast. ROLL - Intelligence. DIFF. - 35 + (5 * Bind-Level). FAST-CAST.
Gremlins
Gremlins are spirits of technology, and just as technology is in its infant stages, so are they (at least, compared to other spirits; in truth, Gremlins are many thousands of years old). And, naturally enough, they behave like children; they are young and capricious and given to tinkering with every mechanical construction they can find. The Animism-Mage can take this natural curiosity, direct, and manifest it, unleashing it on the weapons and equipment of his opponent. Any "unnatural" item, any creation of human industry, is a valid target, no matter how primitive. A bow-string snaps, a spearhead breaks off, a gun barrel jams; Gremlin activity can take almost any form. However, this spell will never work on a fetish. Gremlins scare easily, and will under no circumstances risk the ire of a spirit inhabiting a fetish by contesting it, no matter how interesting the prize may be. When this spell is used normally, the Mage simply entices the Gremlin through a sort of friendly conversation, exciting its natural curiosity and channelling it in a certain direction. Doing so requires a short period of time (five minutes, or so), but no expenditure and little effort is required (Gremlins are easily persuaded). The roll is Charisma. If Fast-Cast, however, the spell takes the form of a command rather than a subtle nudge in the right direction. The difficulty is increased by 15, 2 ST is required, and the Command skill is used instead of Charisma. Gremlins don't like being bossed around. ROLL - Charisma or Command (depending on manner of execution). DIFF. - 60 or 75 (again, depending on how executed). FAST-CAST.

Level Four

Bedevilling
All living creatures are affected by the movements of spirits. The type and purpose of surrounding spirits affect one's moods, faculties, indeed, one's very personality. When these normally passive spirits are spurred into action by an Animism-Mage, the changes they cause to those material creatures around them are both accelerated and greatly intensified. By selectively exciting certain types of spirits, an Animism-Mage can manipulate the feeling of people in the surrounding area. With this spell, the Mage instils an aura of apathy and confusion into the atmosphere. All creatures (excluding the Mage himself, but including allies) lose 1 Perception, 1 Wits, and 1 Fortitude so long as they remain in the area. This loss of Fortitude will result in a corresponding loss of ST (which will be regained as soon as the character in question leaves the area). ROLL - Manipulation. DIFF. - 60 (may be raised or lowered based on the type of spirits in the area).

Exorcism (requires Cabala 3)
Whereas Block Spirit, in all its incarnations, merely attempts to momentarily hinder a spirit's ability to interact with the physical world, this spell is used to completely dismiss the spirit from both the corporeal and astral realms, so far as any Animism-Mage knows. In fact, very little is known about this spell, at least, little is know by the Animism-Mages themselves. The creation of this spell was a joint-venture, however, undertaken in times long forgotten, when the Magi and the world of Spirit were not in harmony, but rather in a constant and brutal state of conflict. Then the Animism-Mage sought to dominate, enforcing his will rather than asking it. Both sides waged great and epic battle behind the scenes of human history. The Magi's greatest, indeed, often only weapon was this spell, a creation as much of the Cabala as the Animism-Mages. It employs much ritual, and no Animism-Mage really understands its inner workings. Animism provides access; Cabala does the actual dirty-work. With this spell, spirits are banished completely. Many Animism-Mages refuse to use this spell at all; pointing to the help they had in creating it, they say they know whither the spirits are being banished, and that they would not consign even the most twisted spectre to such a fate. Others have no such moral conflict, or over-ride it if they do. ROLL - Intelligence. DIFF. - variable (entirely dependent on the type of spirit being targeted).
Spirit Weave
 

Level Five

Bind Spirit (3)
 
Block Spirit (2)
Unlike the previous version of Block Spirit, this Block Spirit does not attempt to entangle a spirit in an Essence web, but rather, simply tries to "un-manifest" it, un-tethering it from its physical moorings. This is much more difficult, but requires much less exertion, for whereas in the previous version the Animism-Mage is required to expend a bit of his own spiritual form, this spell is little more than untying a knot. This takes about 10 minutes. In the Fast-Cast form, however, a small, Essence-blade of sorts is formed, swiftly severing the bond which connects the spirit to its fetish. The difficulty is 5 lower, but it requires the expenditure of 2 ST. ROLL - Intelligence. DIFF. - 55 + 5 * Bind-Level (reduced by 5 if Fast-Cast). FAST-CAST.

Level Six

Fox Fire
According to medieval superstition, fox fire was the ghosts... According to modern science, fox fire is nothing more than the escape and combustion of subterranean gasses; it occurs...

Level Seven

Sundering

Animism § Magic § Home






This site hosted by