Spirit Magic
Spirit Magic is a subset of divine magic. It does not fall into the traditional interpretation of domains of divine magic, such as air or war, but it is still a magic granted by entities through bargaining, ritual and prayer. Thus it is closer to divine magic than it is to arcane magic.
This magic is based upon dealing with the spirits. There are spirits for every animal, monster, object, place and phenomena. Thus, there are spirits for ravens and rocks, trolls and trees.
Under the right circumstances, the right spirit can...
(A) Replicate nearly any spell effect;
(B) Temporarily grant someone a feat they do not possess (if, however, the individual already possesses the feat’s prerequisites);
(C) Assist in the working of magic (including epic spells);
(D) Can call on their normal counterparts (thus a spirit bear could draw normal bears to itself);
(E) Serve as guides in the ethereal, shadow and astral planes;
(F) Change an individual by granting them special abilities (This includes levels in special prestige classes, templates and evolved and/or racial levels);
(G) Grant spell template to spells cast by others and to spell-like effects created by themselves.
It get a spirit to perform some sort of task, the character must make a charisma roll + knowledge: religion, against a DC based upon the task the individual wishes the spirit to perform – see the table below. The characters ranks in performance and/or concentration may be added to this roll. The time of a ritual is one full minute, however, it is not possible to “take 10” or “take 20” on a ritual due to spirits being so persnickety. Lastly, the number of times a character may attempt a ritual to use spirit magic matches their charisma score.
Spirit animals and spirit monsters may be called on for purposes of spirit magic. The ability of spirits to create spell-like effects is limited by their Hit Die; they can create spell like effects a number of times per day equal to their hit dice, and the maximum levels of the spells they are creating as spell-like effects cannot exceed their Hit Dice. Thus, a spirit bear (three Hit Die) could create spell-like effects three times per day, and the maximum spell it could reproduce as a spell-like effect would be third level.
A spirit can only create magical effects (and affects for that matter) associated with that spirit animal or spirit monster. For more information, refer to “Spirit Groups,” below.
People who use spirit magic may also have the spirit modify a spell. For example, a spirit could alter astral projection in such a way the individual’s astral self did not enter the astral plane but the shadow plane or ethereal plane.
A failure means a dim spirit will attack the character, and a bright spirit will attack an evil character. On a botch where a character is using their own spirit, the bond between the spirit cohort and the mortal companion is broken, and they spirit will turn on the mortal. For more information, refer to “Dangers Associated With Spirits,” below.
A spirit animal or spirit monster may only grant feats that they themselves possess. Thus a spirit giant owl could provide the feats alertness or wingover, but not weapon focus.
Deals may be made with spirits of the dead (incorporeal undead) in the same way they can be made with any other spirit (they may even be taken as spirit cohorts, see below). The nature of the deal for good or evil depends on the spirit of the dead in question and the intended task.
Spirits of the dead – which are considered a type of dim spirit – may be found in heaven or hell, accessed via an axis mundi or astral/shadow/ethereal projection. They also return to the world of the living at specific times of the year.
The individual using spirit magic to have a spirit create a spell-like effect may have it augmented by the following feats; empower spell, extend spell, heighten spell, maximize spell, widen spell, spell penetration and/or spell focus. However, doing so increases the DC of the ritual by +3 for each feat.
Use the location of the spirit that creates the spell-like effect for purposes of determining the origins of the spell. However, for all other variables use the total levels of the character who is using the spirit magic. A spirit will travel up to 1,000 feet, per total level of the caster, from the character before they create the spell like effect.
Table 01: Spirit Magic DC
DC..........Condition
20..........Base DC for attempting spirit magic
+3..........For feats
+5..........For attempting to inflict target with poison or disease
+3..........For every point of damage, not to exceed normal maximum levels of spell, poison or disease. This is an act of evil and is only performed by dim spirits.
+?..........Spell Level x2
+3..........To double range or area or duration of spell
+3..........Increase target’s saving throw by +1
-1..........For conducting ritual on sacred ground or in a location favored by that spirit
-1..........For use of a standard effigy
-3..........For use of an effigy mask
-3..........For proper use of herbs
-3..........For proper use of dark drink
-3..........For proper use of an entheogen
-1..........For each HP of damage the individual inflicts (upon themselves or another appropriate target) as part of the ritual
-10..........If the individual attempting the spirit magic is working with their own totem or spirit cohort, assuming the spirit cohort is appropriate to the magic being attempted.
There are three steps to go through in using spirit magic.
Step One: Choose the desired effect; spell replication, feat granted or disease/poison inflicted.
Step Two: Determine the appropriate spirit that can create the desired effect, and the most appropriate to approach and please the spirit in question. If possible, gather the appropriate materials and go to an appropriate location. Make the game mechanics calculations.
Step Three: Make the roll.
Example 01: John wishes to have a spirit temporarily grant it a feat he does not possess for an upcoming battle. He chooses weapon finesse. He faces a DC 23. John uses the proper herbs (DC -3), and because ravens possess the feat weapon finesse (and so do spirit ravens), he uses a raven effigy (DC -1). He also uses dead and rotting rat, because ravens feed on carrion (DC –1 for the HP of the rat). John has a bright raven spirit cohort, and he works with it for this ritual (-10). He now faces a DC 18 (Base DC 20 +3 –3 –1 –1 –10 = 8).
Example 02: Bill wishes to inflict the disease blinding sickness on another character (DC +5). He further wishes the disease to inflict a minimum damage of strength damage 2 rather than 1 (DC +3). He also wants the fortitude saving throw to be 17 rather than the standard 16 (DC +3). He faces a DC 31. Crabbed travels to a low place, with stagnant water (blinding sickness is associated with foul water), the appropriate place for contacting the proper spirit (DC -1), which in this case is a dim spirit cottonmouth and sacrifices an eagle, a natural enemy of snakes (DC –5, for the HP value of the eagle). He uses the proper herbs (DC -3), and entheogen (DC -3) and a snake mask effigy (DC -3). He now faces a DC 16 (Base DC 20 +5 +3 +3 –1 –5 –3 –3 –3 = 16).
Spirit Magic is a subset of divine magic. It does not fall into the traditional interpretation of domains of divine magic, such as air or war, but it is still a magic granted by entities through bargaining, ritual and prayer. Thus it is closer to divine magic than it is to arcane magic.
This magic is based upon dealing with the spirits. There are spirits for every animal, monster, object, place and phenomena. Thus, there are spirits for ravens and rocks, trolls and trees.
Under the right circumstances, the right spirit can...
(A) Replicate nearly any spell effect;
(B) Temporarily grant someone a feat they do not possess (if, however, the individual already possesses the feat’s prerequisites);
(C) Assist in the working of magic (including epic spells);
(D) Can call on their normal counterparts (thus a spirit bear could draw normal bears to itself);
(E) Serve as guides in the ethereal, shadow and astral planes;
(F) Change an individual by granting them special abilities (This includes levels in special prestige classes, templates and evolved and/or racial levels);
(G) Grant spell template to spells cast by others and to spell-like effects created by themselves.
It get a spirit to perform some sort of task, the character must make a charisma roll + knowledge: religion, against a DC based upon the task the individual wishes the spirit to perform – see the table below. The characters ranks in performance and/or concentration may be added to this roll. The time of a ritual is one full minute, however, it is not possible to “take 10” or “take 20” on a ritual due to spirits being so persnickety. Lastly, the number of times a character may attempt a ritual to use spirit magic matches their charisma score.
Spirit animals and spirit monsters may be called on for purposes of spirit magic. The ability of spirits to create spell-like effects is limited by their Hit Die; they can create spell like effects a number of times per day equal to their hit dice, and the maximum levels of the spells they are creating as spell-like effects cannot exceed their Hit Dice. Thus, a spirit bear (three Hit Die) could create spell-like effects three times per day, and the maximum spell it could reproduce as a spell-like effect would be third level.
A spirit can only create magical effects (and affects for that matter) associated with that spirit animal or spirit monster. For more information, refer to “Spirit Groups,” below.
People who use spirit magic may also have the spirit modify a spell. For example, a spirit could alter astral projection in such a way the individual’s astral self did not enter the astral plane but the shadow plane or ethereal plane.
A failure means a dim spirit will attack the character, and a bright spirit will attack an evil character. On a botch where a character is using their own spirit, the bond between the spirit cohort and the mortal companion is broken, and they spirit will turn on the mortal. For more information, refer to “Dangers Associated With Spirits,” below.
A spirit animal or spirit monster may only grant feats that they themselves possess. Thus a spirit giant owl could provide the feats alertness or wingover, but not weapon focus.
Deals may be made with spirits of the dead (incorporeal undead) in the same way they can be made with any other spirit (they may even be taken as spirit cohorts, see below). The nature of the deal for good or evil depends on the spirit of the dead in question and the intended task.
Spirits of the dead – which are considered a type of dim spirit – may be found in heaven or hell, accessed via an axis mundi or astral/shadow/ethereal projection. They also return to the world of the living at specific times of the year.
The individual using spirit magic to have a spirit create a spell-like effect may have it augmented by the following feats; empower spell, extend spell, heighten spell, maximize spell, widen spell, spell penetration and/or spell focus. However, doing so increases the DC of the ritual by +3 for each feat.
Use the location of the spirit that creates the spell-like effect for purposes of determining the origins of the spell. However, for all other variables use the total levels of the character who is using the spirit magic. A spirit will travel up to 1,000 feet, per total level of the caster, from the character before they create the spell like effect.
Table 01: Spirit Magic DC
DC..........Condition
20..........Base DC for attempting spirit magic
+3..........For feats
+5..........For attempting to inflict target with poison or disease
+3..........For every point of damage, not to exceed normal maximum levels of spell, poison or disease. This is an act of evil and is only performed by dim spirits.
+?..........Spell Level x2
+3..........To double range or area or duration of spell
+3..........Increase target’s saving throw by +1
-1..........For conducting ritual on sacred ground or in a location favored by that spirit
-1..........For use of a standard effigy
-3..........For use of an effigy mask
-3..........For proper use of herbs
-3..........For proper use of dark drink
-3..........For proper use of an entheogen
-1..........For each HP of damage the individual inflicts (upon themselves or another appropriate target) as part of the ritual
-10..........If the individual attempting the spirit magic is working with their own totem or spirit cohort, assuming the spirit cohort is appropriate to the magic being attempted.
There are three steps to go through in using spirit magic.
Step One: Choose the desired effect; spell replication, feat granted or disease/poison inflicted.
Step Two: Determine the appropriate spirit that can create the desired effect, and the most appropriate to approach and please the spirit in question. If possible, gather the appropriate materials and go to an appropriate location. Make the game mechanics calculations.
Step Three: Make the roll.
Example 01: John wishes to have a spirit temporarily grant it a feat he does not possess for an upcoming battle. He chooses weapon finesse. He faces a DC 23. John uses the proper herbs (DC -3), and because ravens possess the feat weapon finesse (and so do spirit ravens), he uses a raven effigy (DC -1). He also uses dead and rotting rat, because ravens feed on carrion (DC –1 for the HP of the rat). John has a bright raven spirit cohort, and he works with it for this ritual (-10). He now faces a DC 18 (Base DC 20 +3 –3 –1 –1 –10 = 8).
Example 02: Bill wishes to inflict the disease blinding sickness on another character (DC +5). He further wishes the disease to inflict a minimum damage of strength damage 2 rather than 1 (DC +3). He also wants the fortitude saving throw to be 17 rather than the standard 16 (DC +3). He faces a DC 31. Crabbed travels to a low place, with stagnant water (blinding sickness is associated with foul water), the appropriate place for contacting the proper spirit (DC -1), which in this case is a dim spirit cottonmouth and sacrifices an eagle, a natural enemy of snakes (DC –5, for the HP value of the eagle). He uses the proper herbs (DC -3), and entheogen (DC -3) and a snake mask effigy (DC -3). He now faces a DC 16 (Base DC 20 +5 +3 +3 –1 –5 –3 –3 –3 = 16).
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