Spirit and Faerie Magic
Spirit Sensitive and More
The foundation of spiritual magic lies in the Spirit Sensitive advantage. Nearly all of this magic requires this advantage. Those who have it can use and learn the Spirit Sense skill, but this is only the beginning of what may be realized in the realm of Spirit. Spirit Manifestation is a companion skill to Spirit Sense, but it has the additional restriction of Source, so it cannot be used untrained. Once these two skills are learned, the character may then begin to learn one of the focused skills, such as Faerie Magic, Illusion, or Spirit Walking.
Spirit Sense
A Spirit Sensitive character has a connection to the spiritual realm around him. Because this trancends physical laws, it may be used to gain information beyond the ability of the physical senses. Initially, this consists of attempting to feel major disruptions in the spiritual realm, such as that caused by the anti-cosmos or by powerful spirit beings such as demons. As the character increases his rank, he becomes able to recognize particular spirits, and his range and sensitivity improve. In addition, the character becomes able to gain a general idea of strong intent in another person. Naturally, a highly spiritual character, and especially anyone who is using spiritual magic, can be detected through this and similar abilities.
Spirit Manifestation
Spirit Manifestation is the ability to make your will real, to at least some degree. This is not easy to do, as it requires altering the physical world without obeying the laws of the Physical. In fact, in many cases it is easier to simply use hands and tools. But many powers depend upon or are enhanced by this skill, so it is valuable to all whom can learn it.
- Werelight: Novice. The character may create a small globe of light, or cause a light to appear on some part of his body. This light does not really illuminate much, as it produces about as much light as a small candle, but can be of different colors. Creating the werelight requires 1 Ka and Concentration. After that, Concentration alone is sufficient to keep it up, or 1 Stability every other round may be expended instead (5 per minute).
- Writing in Air: Apprentice. The character may cause a line of light to follow his finger. It remains for a round where it was drawn, so it can be used for writing. The color is chosen by the mage, although most seem to have an individual default; the line glows like phosphorous, and so is visible, but does not shed enough light to illuminate anything. Using this ability requires Concentrating and 1 Ka per round. If the character wishes his writing to last, he may expend 1 Stability per round for each set of figures (i.e. one round's worth) to maintain it for that round.
- Illusion Cantrips: Apprentice. This power can be used to create a number of different effects. All follow these rules: each must affect an already existing object; each must work on already extent properties of that object; the object or area must be relatively small, no more than a few square feet; and only the perception of the object can be changed, not its actual properties. So, for example, this power can be used to change the flavor of food, or to modify the color of an article of clothing. Using this ability requires Concentration, touch or close proximity, and 1 Stability. In addition, at least 1 Ka must be spent, more for greater changes. To maintain the illusion, 1 Stability must be spent, each round for a major change, each minute for a minor change.
- Telekinesis: Journeyman. This power allows the character to manipulate physical objects with his mind. Initially, he can only perfom gross actions, such as lifting or throwing. The character may manipulate weight equal to his level times twice his rank. He may increase this by spending Stability; each point adds one to his level (for this purpose only). He may spend up to his Body in this fashion.
- Dancing Lights: Journeyman. This enables the character to cause his werelights to float around on their own. 1 Ka is required to detach the werelight; thereafter, Concentration is neccessary to give it orders, or it floats on its own. Once detached, each light costs 1 Stability per minute to maintain.
- Create Sound: Journeyman. With this power, a character can cause sound to come from some area relatively close to him. The sound actually comes from some object; that is, it is a physical sound wave. Some of its properties, therefore, are determined by what produces it.
- Whisper on the Wind: Journeyman. The character may send a few words to another person so that only they may hear. The sound is physically conveyed, and understanding is not guaranteed. An open path must exist between the character and his target, and he must have at least some idea of where his target is located. Otherwise, the words move at about 10 miles per hour. They can be kept aloft as long as the character wishes, but he must Concentrate to maintain them. This power requires 1 Ka and 1 Stability; more may be required for longer messages.
- Shatter: Master. The character may attempt to cause vibrations in an object that will weaken and break it.
- Telekinesis: Master. At this rank, the character's control increases. He gains a finer touch so that it is possible to manipulate objects.
- Repel: Master. This is a telekinetic shield that pushes objects away from the character. The force exerted is not particularly powerful, but it is enough to deflect, or at least blunt, attacks.
- Create Light: Master. This summons a light from the character's body, or from a spot just off of it (such as above a palm). The light can be extremely bright, but gives off no heat. This requires Concentration and at least 1 Ka per round; each additional point of Ka roughly doubles the light output, from the equivalent of a small flame on up.
Faerie Magic
Obviously only faeries (including elves) may possess this skill. It is not the only magic they may learn, but it is unique to them. By its very nature, this magic depends greatly upon the wielder, so effects may vary, particuarly between races. The powers given are those common among elves. The sindavalë have most fully developed this magic and its associated lore.
- The Blue Flame: Novice. The character may manifest a bluish flame from his palm. This is not real fire; it gives no heat and can only be seen by Spirit Sensitive creatures. It does, however, shed light about equal to a small torch for those who can see it. Activating the blue flame requires Concentration, a roll against a TN of 6 and 1 Ka; 1 Ka per minute must be spent to maintain it, but the character need not Concentrate unless he changes its attributes; at this point, he must also reroll to create the Flame, with the appropriate modifiers for the new attributes.
- The Visible Flame: Novice. The character may choose to make his blue flame visible to all; this costs 1 additional Ka per minute and adds +2 to the TN.
- The Guarding Flame: Apprentice. The light from the flame preferentially reflects off of dangers to the character, revealing them. Whomever can see it perceives this difference, but may not realize its significance. This gives a +4 to all checks to notice dangers such as holes, tripwires, etc; or it allows a normal check if such a danger has been covered to realize this. This costs 2 additional Ka per minute, and raises the TN by 2.
- Shape Flame: Apprentice. The character may shape the flame he holds into a model of an object, being, or place he is familiar with. He may even animate it. This costs 1 Ka and 1 Stability and raises the TN according to the complexity of the shape.
- Flame Aura: Apprentice. The character may wrap the flame around an object he holds or touches (including himself). This requires Concentration and 1 Ka to do; 1 Ka must be spent each round after to maintain the flame. This raises the TN by 3.
- Hurl Flame: Journeyman. The character may throw the flame onto another target. This requires an appropriate roll to hit. If a living being is struck, it can always see the flame at that point. The character must Concentrate on the target to hit it with the flame, and must expend 2 Ka and 2 Stamina. Once the target is struck, 2 Ka and 2 Stability must be spent each round and Concentration must be maintained to keep the flame burning. The flame causes no damage, but may serve to mark the target, allow it to act as a light source, or frighten and confuse it.
- The Flame That Consumes the Spirit: Journeyman. The Flame can be made to burn the Spirit of any it strikes. The Flame does 1d6 damage to Ka per strike, or 1 point per rank above Apprentice of the mage per phase if thrown onto a target (so a Master's flame does 2 points per phase). The Mage must sacrifice 1 Hit when he creates the Flame for this power to be activated. This power raises the TN by 5.
- The Flame That Warms the Spirit:
Faerie Glamour
Faerie glamour is another type of magic exclusively known by the fae. Whereas Faerie Magic consists of somewhat flashy, short term and personal expressions of Spiritual power, Glamour involves longer term and farther reaching adjustments to an area based upon the will of a community or race. It is not possible for a Faerie Mage to work Glamour that goes against the will, conscious or unconscious, of the faeries in the region. What faerie mages attempt to do is to harness that will and turn it to constructive purposes; it does not express itself without aid.
Illusion
Unlike other forms of Spirit Magic, the elves are not the most learned in the arts of Illusion; it is said that they taught the beginnings of it to mortal men, but that those men, the Rheen people, developed it, using their other knowlege to reach greater heights with it. It is also said that the elves knew of some of these heights; knew them, and feared them as a precipice in the dark. It is said that along the path of Illusion is a route through Shadow. It should be pointed out that gnomes are very skilled with illusion, although they too avoid certain types of lore associated with it.
Roughly speaking, illusion magic deals with creating forms that do not an a real, independant existence. Because of this, illusions cannot be held in the mind of the world; they never possess more than the semblance of life. All of them are created from the thoughts of the illusionist, so they are limited by his memory and imagination, both in scope and quality. Within these limitations, however, there are several different types of illusion. Illusions, as referred to specifically in these rules, are images--they have a real existence, and anything that uses the sense they are created for can perceive them. These may also be called Images or Visions. Phantasms exist only in the mind. The mage causes his targets to think that they see or hear whatever he wishes. Shadows actually gain some force and "reality" through the infusion of shadow energies--that is, the tension between the cosmos and the anti-cosmos. This still does not create anything; it can merely provide some real effects from the illusion.
Images have several characteristics that separate them from Phantasms and Shadows. First, an Image does not vanish regardless of if the viewer knows it is false. It has a real - albeit temporary - existence. Second, the Image only reacts or changes as determined by its creator, and it is easy to reach the boundaries of a Vision. Third, an Image cannot actually harm anyone, or otherwie provide any real force. For example, an illusionary pit can be created, but if you step on it you will not fall. Likewise, an illusionary light can be created, but it does not actually illuminate anything. Images are resisted by finding flaws in them, or otherwise exposing their falsehood. At this point, characters can simply ignore them.
Phantasms, on the other hand, exist entirely in the minds of the illusionist's targets. Because of this, they can be resisted and therefore cease to exist for that person, and they can cause mental harm, even to the point of the person falling unconcious or injuring themselves. They still do not provide any reality; that is, a phantasmal floor over a pit does not allow the target to walk across it; instead he will fall into the pit and be very confused. This can cause the target to draw incorrect conclusions, such as thinking the floor was trapped rather than that there was an illusion. Phantasms are also partially created from their target's mind. This can be a weakness, as two people discussing a phantasm may find that the details differ. At the same time, it can relieve some of the burden on the illusionist, as the target will fill in details according to his experience. Also, some of these powers allow the illusionist to directly tap his victim's mind for the source of the phantasm. Phantasms are a type of mental assault, and are defended against as such.
Finally, Shadow Magic allows the creation of illusions that can have some substance to them. For example, an illusionist could create a fire that would actually hurt to touch. However, this does not allow creation of any elemental force. In the example above, the fire would not actually burn, and could not be used to ignite anything. It would be painful, and might cause real damage to the hand, but not in the same way a fire would. All Shadow Illusions require that the illusionist also possess the Shadow Lore skill. Shadow Illusions can be defended against primarily through damage avoidance methods, or by resistance to Shadow Magic.
Illusionist Abilities
- Static Image: Novice. The character may create an unchanging image of a single object. This image is unchanging in that it does not move or evolve over time; the illusionist may alter it using Concentration. The illusionist may add one sense to the Image per rank. Creating the image requires Concentration, a roll against a TN determined by the complexity of the Image, the expenditure of 1 Ka, and 1 Stability per sense involved.
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