Arcane Paths

Spirit -- Spectremancy



Stamina 1

  • 1- Soothe Spirit: Calm or placate the spirit of the living or the dead.
  • 2- Spirit Sight: Ability to see spirits and identify what kind they are.
  • 3- Commune with Spirits: talk to spirits and understand what they are saying.

    Stamina 2
  • 4- Spirit Empathy: Sense what spirits and living creatures are feeling.
  • 5- Spirit Summoning: Summon a called spirit type, up to 1, +1 per ace. Level of spirit is equal to level used to summon them.
  • 6- Spirit Command: Command summoned spirits, vs. level of spirit. Stamina 3
  • 7- Capture Spirit: Capture and hold spirits of the recently dead.
  • 8- Spectral Entrapment: Trap a spirit to hold it indefinitely in a mineral or metal object.
  • 9- Intransience – Makes a called spirit affect permanent or summons a spirit to stay until it is destroyed.

    Stamina 4
  • 10- Spectral Ascension: Raise spirits (such as wraiths) out of the spectral plane to destroy them or to free them of earthly entrapment as called.
  • 11- Healing Spirit: Heal wounds by +5 per success, and +10 per ace.
  • 12- Spectral Vision: See spirits, identify them, even of the living, and recognize their disposition and alignment by the auras they radiate.

  • Stamina 5

  • 13- Union of Spirits: Transfer a spirit aspect to self, an item, or someone else. An aspect is any one ability or power that a spirit has, whether alive or dead. Refer to elements or bestiary for called ability or power.
  • 14- Spirit Binding: bind a disembodied spirit or projected forms with its body or prime spirit form. Power vs. level of target.
  • 15- Spectral Companion: Summon a spectral animal from the spectral plane for up to 1 hour, +1 hour per ace, per day (all at once or divided over the day). When killed or fatally wounded; the animal returns to the spectral realm for five days before it can be summoned again. Animal has enhanced strength, thus damage over that of normal animals of +5 per ace, and fortitude of level +1 per ace, and check bonuses of +1 per ace. Only one spectral animal can be called at the same time. Level of companion is Level of Power Used +1 per ace. Refer to Bestiary for animal type and add bonuses.

    Stamina 6
  • 16- Sentient Weapon: Create a sentient weapon by binding a spirit with the weapon. Weapons become part of the spectral plane’s ether and can phase through armor if power is greater than strength of armor. Weapon can be made permanent and can be summoned by its wielder at will from the spectral plane. Weapon has +1 HB, danger sense = level of weapon, resists breaking by 10%, +10 per ace, and has up to 3 powers of creature or elemental spirit type bound with the weapon. Weapon has WP and intelligence (use random NPC roll by level) and can influence wielder. Evil weapons can potentially overpower the will of its wielder and control them.
  • 17- Elemental Spirit Summoning: Summon an elemental spirit type at level equal to level used to summon it. (see elemental spell book for powers of spirit). each spirit can have up to 3 powers up to level of spirit.
  • 18- Command Elemental Spirits: Command summoned Elemental spirits

    Stamina 7
  • 19- Planar Beckoning: Summon a creature or spirit from the spectral, dead, or an elemental plane. Highest level creature that can be summoned is +1 per success, +5 per ace. Target appears in a protective cell which can be dispelled on command.
  • 20- Resurrection: Resurrect the dead by healing and restoring the body, and summoning the spirit to fuse it with the body.
  • 21- Projection: Create a projection by reflecting the spirit of target with all aspects of its embodiment to a chosen location. Spectremancer or target must be familiar with destination. Up to 1 projection, +1 per ace. Projections are quasi-ethereal and are simply dispelled if killed. They have the same abilities as the primary form. HP of each projection is Level Used X 10.

    Stamina 8
  • 22- Netherworld Summoning: Create a cell of protection and summon by name an ancient denizen of knowledge from the underworld, an otherworld, the Spectral Realm, or an elemental plane to ask it any one question which the power of the spell obliges it to answer. if creature’s power is greater than the power used to summon it and keep it within the protective cell it might escape into the world it is summoned into and wreak havoc, or even kill its summoner. if it escapes there is a 60% chance that it will attack the Spectremancer who summoned it. Level of creature is +1 per success, +5 per ace. Check Bonuses: Strength +8, WP +10, Intelligence +3, Wisdom +10, and Ethics -8 each. if the creature refuses (5% chance) to answer the question it is destroyed by powers unleashed by the cell of protection. if this happens, an associate of the destroyed creature might hunt the Spectremancer down and attempt to destroy them.
  • 23- Spirit Form: Take any chosen spirit form at present level temporarily. See Bestiary for stats of spirit type.
  • 24- Banishment: Banish a spirit to the dead realm, an elemental plane, or the spectral realm. Banishment lasts up to ten years per success. if Banishment is used against a living being, their physical form is also transferred and they become a creature of the realm they are banished to. Banishment can be ended by summoning the one banished using Planar Beckoning.

    Stamina 9
  • 25- Planar Form: Spectremancer gains a temporary Planar form that they can take for up to six hours a day, and can walk the planes while in this form. if fatally wounded or killed in Planar Form they sink into the Spectral Realm for five days and there remain before they can return to the upper world, where they emerge in their home or a pre-selected location. Location of return must be selected when this form is gained or altered by reapplying this power. if killed in this form more than three times they become a Planar Creature permanently and can only survive in the upper worlds for six hours a day before they must return to the Spectral Realm. Planar Form has Strength, thus damage over that of normal people of +5 per ace, fortitude of level +1 per ace, and check bonuses of +1 per ace.
  • 26- Oblivion: Snuffs a soul by plunging them into the core of the Great Abyss. Save vs. Spell alone can counteract this power on a success. Can only be used on spirits of the dead.
  • 27- Holistic Obliteration: Destroys a spirit. This power is deadly if used on a living being and can result in the creation of a zombie if the target’s will to live was strong (WP of 18+). Creatures whose souls have been obliterated cannot be resurrected and the only way to recover their souls is through time commands. Save vs. Spell alone can counteract this power on a success

    Stamina 10
  • 28- Knight Specter: Create Planar Knight Specters out of the Spectral Realm that will serve a called person loyally. if killed or fatally wounded these Planar companions will return to the Spectral Realm for a period of ten days before they can be summoned again. Appearance can resemble any race of people as called. Knight has enhanced strength, thus damage over that of normal people of +5 per ace, and fortitude of level +1 per ace, and check bonuses of +1 per ace. Level of companion is up to +1 per success, +5 per ace. Refer to Bestiary for people types and add bonuses. These knights can be summoned at any time and can survive for up to 6 hours a day outside of the Spectral Realm before they must return there. Up to ten of these knights can be summoned at the same time, but each knight must be created separately. These knights have all knight abilities at their created level, can planes walk, and have phasing ability. (note: spectral creatures can only truly be killed if they are killed in the spectral realm)
  • 29- Dispossession: Dispossess a subject of a demonic or spirit possession and restore them to full health.
  • 30- Protection

    Stamina 11
  • 31- Spirit Enchantment: Enchant a called object or person with a mastered power as called.
  • 32- Spirit Fork: Apply any spirit power to effect compound targets of up to 1, +1 per ace.
  • 33- Living Dead Creation: Raise skeletons or corpses by calling a spirit into them. Level is up to +1 per success. See Living Dead in Bestiary.
  • 34- Planar Fortress: Create a fortress in a chosen spectral plane.
  • 35- Spirit Warding: Build wards using spirit powers.

    Stamina 12
  • 36- Spirit Ascension: Ascend into a powerful Planar, Wraith, Living Dead, Elemental Creature, or other spirit type before attaining further levels. This creature can pass between the planes and reside in them without penalties.
  • 37- Holistic Projections: Create projections with undivided power and HP of Level x 20.
  • 38- Arch Spirit Master: Formulate commands as called. Create artifacts, magic items, wards, etc. with spirit powers.
  • 39- Spirit Army: Summon an army of spirits.
  • 40- Deific Incarnation: +4 MA in Spectremancy.

    Spirit Types

      Spirit Types include; Ghosts, Specters, Poltergeists, Phantoms, Wraiths, Elemental Spirits, Apparitions, Planar Creatures, and Spirit Aspects
     

    Wizardry -- Path of Healing and Protection

    Stamina 1 (1-3)

  • Soothe Pain
  • Heal Minor Wounds: will not heal fatal wounds.
  • Purify Water: make poisonous or undrinkable water pure.
  • Purify Food: make poisoned or spoiled food fresh and edible.
  • Detect Wounds: handy for finding internal or difficult to pin point wounds.
  • Detect Poisons: in a living thing or the presence of it in a plant, mineral, water source, food, etc.

    Stamina 2 (4-6)
  • Revitalize: Invigorates for +1 stamina per success and restores strength.
  • Innervate: Numbs pain.
  • Calm: soaks -1 WP, and -1 WP per ace, Power vs. Willpower
  • Detect Disease: Power of roll vs. obscurity LoD of disease.
  • Detect Magic: detect magic fields, items, and presence of any active power.
  • Physical Constitution – target’s health improves by +5 HP per success temporarily. Lasts one day per target.

    Stamina 3 (7-9)
  • Heal Undead: heals vampires, zombies, grim knights, all kinds of undead.
  • Protection from Evil: repells those of evil alignments or go unnoticed by them.
  • Remove Curse: with higher roll.
  • Resist Charms: 30% resistance +1% per success
  • Resist Disease: 30% resistance +1% per success
  • Wizard’s Presence – A wizard’s words and presence holds sway to influence or intimidate others, Charisma and Power of Presence vs. Willpower.

    Stamina 4 (10-12)
  • Heal Serious Wounds: will heal fatal wounds.
  • Cure Disease: this power vs. resistance of disease if any.
  • Resist Cold: 40% resistance +1% per success
  • Resist Heat: 40% resistance +1% per success
  • Negate Magic: Power of roll is subtracted from damage or power of an effect.
  • Wizard’s Staff: Staff improves all powers by +2 d6, and +1 HB targeting. Staff also repels evil with the light of Andor.

    Stamina 5 (13-15)
  • Heal Deadly Wounds: Heals all deadly wounds on success.
  • Dispel: Eliminates a spell before it can do any damage or take effect.
  • Protection from Magic: Protect something or someone from magic with 50% MR, +1% per success.
  • Resist Electrical: 50% resistance, +1% per success.
  • Magic Shield: Protects from magic affects if not dispelled immediately after it is cast. Magic cannot be used by those protected by shield without dispelling it.
  • Neutralize Poisons: with higher roll than LoD of poison.

    Stamina 6 (16-18)
  • Vital Flame: Restores warmth and vital energy to someone near death or being resurrected.
  • Enchant Weapon: Enchant a weapon with a called power at level used. To layer enchantments, spell must cast once for each power.
  • Disenchant: removes enchantments on items, creatures, etc.
  • Protection from Weapons: takes away from damage by total power of roll.
  • Disjoin: Disjoins a power that is already in effect.
  • Wizard’s Familiar: The wizard carves a creature out of stone or wood by hand (any size) and enchants it with this spell to create a living familiar that will serve him faithfully. Rough features will become life-like. The familiar will have as much or little personality as he gives him, and can have any mental faculties the wizard allows it. Stats of the familiar cannot exceed 4 d6. The Familiar is a Level 6 in its main functions. It can gain levels.

    Stamina 7 (19-21)
  • Spirit Command: power vs. the level of spirit targeted for command.
  • Repulse Evil: repulses anything with an evil alignment for +1 turn, +1 per ace.
  • Repulse Enemies: repulses enemies of any alignment for +1 turn, +1 per ace.
  • Resist Domination: 70% resistance +1% per success.
  • Enchant Armor: with a called power at level used.
  • Purify Blood: removes all toxins and poisons from the blood stream. At high levels it can purify a creature of blood bonds and blood enslavement if roll is higher than power of creature who created such bonds.

    Stamina 8 (22-24)
  • Resurrect
  • Companion Weapon: A weapon manifests and strikes as if wielded by an invisible companion, +2, +1 HB per five damage, total MA roll=damage.
  • Improved Combat: Grants +1 HB per ace to combat skills.
  • Bane of Domination: Shatters domination effects with a higher roll.
  • Remove Mark: removes a caster's mark so that a power can be identified.
  • Purify the Body: works against degenerating necromantic affects, and poisons, drugs, or toxins that have already infected the body.

    Stamina 9 (25-27)
  • Resurrect Undead: raises vampires and other undead from death on success.
  • Identify Magic Signature: reveals who cast a spell or commands a power.
  • Remove Seal: removes caster's seal so that a spell can be broken down.
  • TRUE Embodiment: restores someone to their original form and alignment. if target resists, power must defeat subject's will.
  • Ring of Protection: protects called targets within 50 ft. radius from magic.
  • Fuse Embodiment: Brings all disembodied or disjoined parts of a being (such as a projected, split identity, or split soul creature) together to bind them into their TRUE physical form in the Sorcerer’s presence. All alienated embodiments of target creature are likewise revealed to the sorcerer and any witnesses. Lasts one hour per success or until spell is broken.

    Stamina 10 (28-30)
  • Flesh from Ash: a body that has been destroyed can be remade out of ash, even from the ash of a camp fire.
  • Call Gate: called subject is gated to safe place.
  • Destroy Evil: alters target's alignment to a good alignment.
  • Shatter Wards: Shatters warding powers with a higher roll.
  • Liberate: removes all dominating factors and marks from an enslaved or dominated subject.
  • Phylactery Foe: a luminescent mist covers an area of up to 10’ radius per success. if the mist enters an area where a phylactery is hidden it will turn red where the phylactery is stored to reveal where it is hidden, acting like a directional beacon to the wizard’s senses.

    Stamina 11 (31-35)
  • Divination: Gain knowledge of someone, some place or something. Power and Wisdom vs. LoD of knowledge to be gained.
  • Path of Nature: Wizard learns one elemental path.
  • Layer Spells: combine effects of various powers into a spell with multiple effects.
  • Fork Spell: allows one spell to hit multiple targets, up to +1 per ace, and up to +1 per success on a crit.
  • Factor Spell: add a called guard or improvement to a spell to enhance a spell by +1 d6 or HB per ace.
  • Wizard’s Loop: Wizard’s power loops to make it very hard to dispel or shatter inasmuch as the power keeps revitalizing itself very rapidly.

    Stamina 12 (36-40)
  • Immunity: Grants an Immunity to subject as called, lasts 1 day per success.
  • Warding: ward an area or someone from +1 called affects, +1 per ace. Lasts until higher power breaks it down.
  • Permanency Factor: added to spells to make the permanent unless a higher power destroys spell.
  • Contingency: add triggers and catalists to spells to define what activates the spells. They can be as simple or as complex as a wizard makes them.
  • Improved Vitality: grants a subject additional +40 HP, +1 HP bonus per success. HP lost when bonus is used up on hits.
  • Master of Wizardry: Create spells, magic items, elemental guardians, and wards. Use marks, signatures and seals.

    Arcane Wizardry Spells

      Wizards also take add spells from the path of sorcery to their spellbook as arcane wizardry, but cannot take cruel spells. Cruel spells are those which focus on pain, terror or cruel deaths.

    Healing Stats

      Healing Spells heal +5 HP per Success and +10 per Ace. Resurrections restore for +20 HP per success, +50 per ace.
     

    Quantum Physiomancy

  • 1 {1-3}: Transmute Health – Heal target or self of one disease or condition through pure thought persuasion.
  • 2 {4-6}: Transmute Minor Object – Change the shape of an object within an area of one square yard.
  • 3 {7-9}: Imagery of Matter – Alter the condition or shape of something as called temporarily, lasts up to 1 turn, +1 turn per success.
  • 4 {10-12}: Manipulate the Weave – Tap parts of the universal weave to channel and control a called aspect of energy or matter.
  • 5 {13-15}: Transmute Flesh – Alter the appearance of flesh and body temporarily, lasts up to 1 hour, +1 hour per success.
  • 6 {16-18}: Conceptual Reality – Create something out of the universal fabric by bringing the reality of what is conceived out of the universal weave.
  • 7 {19-21}: Transmute Minor Existence – Modify what is already present into an alternate reality through reconstructive mental imagery within a scope of up to 50 square yards.
  • 8 {22-24}: Planar Conveyance – Become pure thought energy temporarily to pass through elemental and material planes.
  • 9 {25-27}: Transfer Matter - Transport matter, energy, forces, objects, or clearly visualized target from one place to another.
  • 10 {28-30}: Transcend Matter – Alter matter to recreate a called target, self included, as called, or see beyond matter as if through a window to behold what is beyond.
  • 11 {31-34}: Transmute Existence – Create an alternate reality through mental imagery within a scope of up to 1 acre.
  • 12 {36-40}: Quantum Formulation – Create any effect, condition, power, creature, object, or reality as called.

    Note: if opposing logic or intelligence defeats quantum power, quantum reality fails, as others see and experience what they know to be their own reality. if a reality is altered prior to being witnessed by another, those entering area where reality and matter has been altered must believe the quantum formulation for it to become real. Once believed by all witnesses, a quantum reality becomes a genuine reality.

    Bonuses: +1 point for subtlety, +1 point for each aspect that grounds matter adaptations in probable reality, +1 point for appeal.

    Penalties: -2 points for each aspect of improbability, -5 points for each aspect that is incomprehensible.

    Users of Limited Paths

      Most mortal magic wielders have limited paths. There are few exceptions. These paths are also sometimes passed down through blood lines by immortals. The advantage to Limited Paths is that it makes a mage more specialized. These paths cost half that of full paths.



  • Contents by JD and Sparky © Copyright 2008