Spirit

Spirit
Any effects which need to pierce the gauntlet must have an effect result rating sufficient enough to pierce the gauntlet of the area. See the Gauntlet Penetration table.

Apprentice
Spirit Sight/Sense - The initiate of Spirit may send their perceptions into the Umbra. By attaining an effect result rating sufficient enough to pierce the gaunt they can send their perceptions into the umbra. (To have umbral excursions, go grab an ST.) Note that while your perceptions are in the Umbra, they are not in your body, so whatever perceptions you send into the umbra (you don't need to send them all) you cannot use in physical reality.
To move your senses in the Umbra, you have to move your physical body (or use Correspondence). The mage may also detect the auras of beings, and depending on the degree of success, the mage can read a target's aura to determine what type of creature they are. Spirits, ghosts and wraiths require am effect result rating of one, Shapeshifters require a result rating of two, whereas anything else requires three. The mage may also determine the gauntlet level of an area by winning a simple test.

Initiate
Touch Spirit - The mage may briefly touch the other side of the gauntlet with this level. The mage can pick up a fetish stick dropped by a Garou, push a spirit out of a room, or hit one over the head with something from the Umbra. Objects may not be brought over the gauntlet yet, simply manipulated from the other side if the mage attains a sphere effect rating sufficient to overcome the gauntlet of the area.

Call Spirit - The mage may also send their voice through the gauntlet with the same game mechanics as Touch Spirit. If the mage succeeds, they may ask the spirit to come to them. The spirit does not necessarily have to come to the calling, however.

Manipulate Gauntlet - The mage may also change the level of the gauntlet in an area in a minor fashion. Every effect result rating will raise or lower the gauntlet rating of the area by one for the duration of the effect. The mage cannot lower the gauntlet below 4 with this effect, however.

Disciple
Pierce Gauntlet - The mage can physically transport themselves and their possessions to the Umbra. By achieving an effect result rating sufficient to defeat the gauntlet of the area, the mage may transform themselves and their possessions to ephemera, the stuff of spirit, but which will possess a kind of a glow which denizens of the Umbra will detect as belonging to a living being. After the mage reaches the penumbra, they can go wherever they like (assuming they have Cosmology or a spirit guide), up to the borders which mark the Horizon and the Deep Umbra. In other words, go grab a narrator.

Rouse and Lull Spirit - The mage may now also attempt to contact spirits that are 'asleep'. By defeating the gauntlet rating in effect result ratings, the mage may contact spirits that have been out of contact for extended periods of time. The spirit, however, may not appreciate this disturbance. The mage may summon angry spirits to attack a person, which does the mage's damage rating according to the General effect table. Note that this damage is aggravated.

Adept
Rend Gauntlet/Seal Breach - A larger version of Manipulate Gauntlet, the mage may now raise or lower the gauntlet rating of the area to whatever they want, determined by the effect result rating of their effect. Note that tearing holes in the gauntlet is quite vulgar and, in most situations, also quite stupid. This effect can be used to trap beings in the gauntlet. By pulsing the gauntlet of the area, the mage may trap a being in the gauntlet. If the mage can obtain an effect result rating greater than the gauntlet level of the area, the poor fool will be trapped inside the gauntlet until they are released by some nice spirit traveler. Beings trapped in the gauntlet in this fashion appear as ghost-like images floating in mid-air near the area where they were imprisoned.

Bind Spirit - The mage may also compel a spirit to do the mage's bidding. if the mage can accumulate an effect result rating higher than the spirit's power, then the spirit must do the mage's bidding for the duration of the effect. Note that when this wears off, the spirit will be free, and will probably not be very happy. An angry spirit can be bound into a person, turning the person into a living fetish, doing the mage's damage rating as determined by the general effect table, and the pain it causes may stun the opponent if the amount of damage dealt is higher than the number of stamina related traits the target possesses. If this is the case, the target is stunned for a number of challenges (roughly 4 seconds) equal to the difference between the amount of damage done and their number of stamina-related traits. This effect may also be used to make fetishes. The mage must accumulate a total effect result rating of 10+, with each magical effect casting taking a day. When this is done, the item is capable of housing spiritual entities. A mage may also petition a spirit to inhabit them and give the mage access to the powers that the spirit has. If the mage succeeds in breaching the gauntlet, and either gains the spirit's consent to allow this, or defeats it in a Binding effect, the mage has access to all of the spirit's charms, and one or two of the spirit's abilities (water-breathing for nixies, plant- blooming for dryads, etc). As well, the mage effectively gains four Cosmology traits, and three extra physical traits appropriate for the spirit. While inhabited by the spirit, the mage cannot cast any magical effects. If the spirit does not wish to leave, the mage may attempt to banish the spirit from their body by spending a Willpower trait and winning a number of simple tests equal to the spirit's willpower rating.
Lastly, this effect may be used to Exorcize spirits. By spending a willpower trait and winning a number of simple tests equal to the spirit's willpower, the mage may banish a spirit back to it's point of origin. Disciple Prime can assist in this - every magical effect result rating in the Prime effect counts as one successful test against the spirit's willpower. Master

Forge Ephemera - At this level, the mage may create and destroy fields of spirit. The Master of Spirit may heal spirit's power (The number of Power healed is determined by the Healing category in the general effect table). They may also Fabricate Domains in the Umbra, which are described in the Book of Chantries and in the Mage book. Lastly, the dreaded Gilgul rite is possible at this level of mastery. A Master of Spirit may attack a mage's Avatar. This is always considered vulgar. A Master of spirit must inflict twice the avatars' rating in damage to destroy an Avatar. Scary stuff.

Outwards Journeys - The Master of Spirit can break through Gaia's horizon and can traverse the Deep Umbra. The Mage must be in the Horizon to do this, and they must accumulate a magical effect result rating of ten to pierce the Horizon and enter the Deep Umbra. If the mage uses an Anchorhead, the result rating need only be a five. In other words, grab a narrator. In order to travel in the spirit, the mage must first create a spirit field around them to keep them alive in the near Umbra. This is done using Fabricate Spirit, and as long as the spirit field exists (i.e., it's effect duration). When it runs out, well, it's time to make a new character.


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