Spirit

Spheres of Influence

Spirit


Spirit is the Sphere presiding over all otherworldly energy and entities.
Spirit is a powerful and diverse Sphere that opens up entirely new avenues of reality to the Mage in possession.

Special Notes
Spirit does not often deal damage directly; however, in the rare instances that it does, it is on a 1 to 1 ratio

Spirit 1 – Dedicant


Active -

- Perceive mirror/near Umbra (through whichever means the user’s Paradigm allows, the Mage is able to see and/or hear spirits and spiritual residue lingering in our realm and immediately on the other side)


Spirit 2 – Initiate


Active -

- Touch the mirror/near Umbra (the Mage can project touch and speech into the nearest parts of the Umbra)
- View auras (able to see the spiritual energy surrounding people and objects, gathering general information such as long term emotional state, spiritual potency, possession, etc.)
- Pull the Gauntlet (the Mage can thin or thicken the veil between worlds making it easier or more difficult for spirits and spiritual energy to cross either way)
- Exorcise spirits (with great difficulty – 1 success required for every level of health the spirit has – the Mage may push a spirit deeper into the Umbra, relieving a person or place of possession)
- Create Spirit Wards (on a 1 to 1 success rating – create a Ward that prevents spirits from crossing over and protects against spirit energy – successes deplete after defending)

Passive -

- Initiates of Spirit are more attuned to their own spiritual energy and are more difficult to possess (+1 difficulty for a spirit to take control of a Spirit Mage)


Spirit 3 – Disciple


Active -

- Pierce the Gauntlet (cross into the Umbra completely, it is easier to navigate the mirror Umbra at this level, but travel into the middle Umbra and other planes is possible)
- Create an anchor for and astral project (send your own soul forward to the ethereal planes – planes of thought, mindscapes, planes of human value – justice, love, wrath – physical bodies do not enter these planes easily)
- Create Spirit Shields (on a 1 to 1 success rating – create a Shield that prevents spirits from crossing over and protects against spirit energy – successes do not deplete after defending)
- Manipulate lesser spirits (awaken the spirit in a tree, awaken a computer spirit, put a security system’s spirit to sleep, etc.)
- Bind objects (with Matter or Forces 2 the Mage can bind unimportant items to the mirror Umbra so that they may utilize it on the other side – such as a candle or a baseball bat)
- Call and send lesser spirits (call out to smaller spirits with your power in a difficult to resist manner or force them across the veil without issue- lesser nature spirits, animal spirits, computer spirits, etc.)
- Cast on the spirit (bind effects to the spirit or soul of an entity, such as a hypnotizing effect on a ghost, set a spirit on fire through the veil, etc.)
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Spirit 4 – Adept


Active -

- Open and close spiritual gates (open or close a portal to the Umbral realms with a great deal of precision, helping friends to side step into a particular reality or plane or trap someone on the other side – it is easier to traverse the mirror and middle Umbras at this level; however, dangerous travel to the far Umbra is possible, if ill advised)
- Bind spirits (create powerful Fetishes by coaxing spirits into an item, enslave spirits)
- Summon and banish spirits (force lesser spirits to come to you or banish them forcefully, compel intermediate spirits in a difficult to resist manner or force them through the veil without issue)
- Heal and hurt spirit forms (recover bashing and lethal damage of the soul or a spirit – this is the first point at which a living being’s spirit can be manipulated directly)
- Manipulate intermediate spirits (awaken a spirit of lightning, put a spirit of a river to sleep, etc.)
- Pull the Umbra (manipulate the Umbra with Time and Correspondence)
- Create lesser spirits (simple artificial souls and familiars can be created in this manner)
- Create soul stone

Passive -

- Adepts of Spirit are more attuned to their own spiritual energy and are more difficult to possess (+2 difficulty for a spirit to take control of a Spirit Mage)


Spirit 5 – Master


Active -

- Create dimension (create a small plane of existence within the Umbra – this requires a great deal of Quintessence either drawn from other spiritual planes or brought from Earth)
- Create intermediate spirits (intricate spirits can be created along with human souls)
- Heal or harm spirits (heal or cause aggravated damage to a spirit – this is the only sphere level that can directly interact with a Mage’s Avatar directly and may even attempt to even awaken a Sleeper)
- Deep and far Umbral travel (the mage can now attempt to traverse the farthest realms of the Umbra with some relative assurance)
- The divine contract (a poorly understood art of casting Effects – this contract is very specific, and most importantly cannot be undone through counter magic; however, it must have some clause in it that allows it to be broken – the most popular example is the sleeping curse, only breakable by true love’s first kiss)


Spheres of Influence

Spirit

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