Revised Spirit Magic

The Grumpy Celt

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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).
 
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raven crowing had some good stuff related to this a while back, ask for someone in meta to help you search for it if you dont have the search option.
Z
 

Feat: Spirit Cohort/Totem

The character “has” a spirit in the same way individual with levels in the right classes can “have” an animal companion, special mounts or familiar.

Only spirit animals, or the incorporeal undead (considered to be dim spirits) may be taken as spirit cohorts, spirit monsters are unavailable.

Prerequisite: Charisma 12 or better.

Benefit: These spirits can be extremely useful – in different ways than an animal companion or familiar, but at about the same level. Refer to the information below.

Normal: The character does not possess a spirit cohort.

The powers, relative strength and abilities of a spirit cohort are dependent on the character level of the mortal companion.

Table 02: Spirit Cohort Power Progression
Mortal Companion Level.....Bonus HD.....Attack Bonus.....Special

0...................................+1.............+1...................Empathic Link
+2.................................--.............+2...................Speak with Mortal companion
+4.................................+2.............+3...................Speak with Mortal Animals
+6.................................--.............+4...................Command Mortal Animals
+8.................................+3.............+5...................Change Effigy Size
+10...............................--.............+6...................Improved Speed
+12...............................+4.............+7...................Scry on Spirit Cohort
+14...............................--.............+8...................Improved Speed
+16...............................+5.............+9...................Move Mortal Companion
+18...............................--.............+10...................Share saving throws
+20...............................+6.............+11...................Move Mortal Companion

Mortal Companion Level: A character may take spirit cohort/totem at anytime. Thus, the level is calculated based upon levels gained after the character takes the feat spirit cohort/totem. So, if a character takes the feat at 6th level, they would be able to speak with spirit cohort at 8th level, and at 10th level the spirit cohort could speak to other animals of its type and so forth.

Bonus HD: The totem gains additional hit die every four levels after the character takes the spirit cohort feat.

Attack Bonus: The spirit cohort attack bonus improves every two levels after the character takes the spirit cohort feat.

Empathic Link: The mortal companion has an empathic link with his totem out to a distance of up to one mile. The mortal companion cannot see through the spirit’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. Note, spirits see the world differently from humans, so misunderstandings are always possible.

Speak With Mortal Companion: A spirit cohort and the mortal companion can communicate verbally as if they were using a common language. Other mortal creatures do not understand the communication without magical help, however other spirits can understand the communication.

Speak with Mortal Animals of its Own Kind: The totem can communicate with mortal creatures of same kind as itself (including dire varieties); spirit bats with mortal bats, spirit rats with mortal rats and so forth.

Command Mortal Animals of its Own Kind: Once per day per four level of the mortal companion, the spirit cohort may use this ability to command any other mortal creatures of same kind as itself (including dire varieties); spirit bats with mortal bats, spirit rats with mortal rats and so forth, as long as the target creature possesses fewer hit die than the spirit. This ability functions like the command spell, but the totem must make a DC 21 concentration check to succeed. If the check fails, the ability does not work that time but still counts against the spirits daily uses. Each target may attempt a Will save (DC 10 +1/2 mortal companions total level + mortal companions Charisma modifier) to negate the effect.

Change Effigy Size: When the spirit cohort inhabits an effigy dedicated to it (as per the spirit power, inhabit and animate effigy), the size of the effigy automatically and magically changes to match the size of the spirit. Thus, when a spirit bear (a creature of large size) inhabits a diminutive sized effigy would automatically and magically grow to large size. For all intents and purposes, when this happens the totem has become corporeal. For the duration, the effigy is considered to be an animate statue, under control of the spirit, of the appropriate size.

Improved Speed: A totem’s speed increases by 10 feet.

Scry on Spirit Cohort: The mortal companion may scry on the spirit cohort (as if casting the scrying spell) once per day.

Improved Speed: A totem’s speed increases by another 10 feet.

Move Mortal Companion: The spirit cohort may transport the mortal companion to and from (and vice versa) its native plain. Thus, a bright totem could move its mortal companion to the ethereal plane while a dim totem could move its mortal companion to the shadow plane. The spirit can make this move once per day, thus it can move a mortal cohort from the prime material plane once per day and back to the plane once per day, in any order.

Share Saving Throws: For each of its saving throw, the spirit cohort uses its own base or the mortal companions, whichever is higher. The spirit applies its own ability scores to saves, and it does not share any other bonuses on saves that the mortal companion might have (such as from magic items or feats).

Move Mortal Companion: This ability is the same as lesser move mortal companion, however the totem may the mortal companion from the prime material plane twice per day.
 
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Feat: Spirit Magic

The character has access to spirit magic.

Perquisite: Charisma 12 or better, base attack bonus of +4, spirit cohort or the character must have defeated a guardian spirit at an axis mundi.

Benefit: The character has access to spirit magic – refer to Spirit Magic above for more information. It is not possible to use spirit magic without this feat.
 
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Feat: Trance/Lucid Dreaming

The character, in a trance, employing entheogenic substances or asleep and dreaming, can create a spell-like effect similar to astral projection.

Perquisite: Charisma 12 or better, spirit magic, knowledge: planes 5 ranks, knowledge religion 5 ranks, spirit cohort or the character must have defeated a guardian spirit at an axis mundi.

Benefit: The character frees their spirit from their physical form, allowing their spirit from to travel to another plane.

The character may bring the spirit forms of other willing creatures with them on this trip, provided these subjects are linked in a circle with the character at the time the character enters the trance or is asleep and dreaming. These fellow travelers are dependent upon the character and must accompany them, or their spirit cohort, at all times. If something happens to both the character and their spirit cohort during the journey, the companions are stranded wherever they were left.

The character projects their spirit self onto the Astral Plane (or onto the Shadow Plane if they has a dim spirit assisting them for this trip, or into the Ethereal Plane if they have a bright spirit assisting them from this trip), leaving their physical body behind on the Material Plane in a state of suspended animation.

The spell projects a spirit copy of the character and all they wear or carry onto the other plane. Since the Astral, Shadow and Ethereal Planes touche upon other planes (including alternate Material Planes), the character may travel spiritually to any of these other planes as they wish. To enter one, they leave the Astral, Shadow or Ethereal Plane, using their spirit form (and equipment) on the plane of existence they have chosen to enter. These forms are incorporeal on all planes except the Astral, Shadow or Ethereal.

While the character is on the Astral, Shadow or Ethereal Plane, their spirit body is connected at all times to their physical body by a golden cord. If the cord is broken, they are killed, spiritually and physically. However, few things can destroy a golden cord. When a spirit form appears on another plane, the incorporeal golden cord is visibly attached to the character and appears to trail off and fade away. If the spirit form is slain, the cord returns to the characters body where it rests on the Material Plane, reviving it from its state of suspended animation – waking from the lucid dream or trance. Although spirit projections are able to function on the Astral, Shadow or Ethereal Planes, their actions affect only creatures existing on those planes; a physical body must be materialized on other planes.

The character and their companions may travel through the Astral, Shadow or Ethereal Planes indefinitely. Their bodies simply wait behind in a state of suspended animation until the character chooses to return your spirits to them. The effect lasts until character desires to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the spirit form, the breaking of the golden cord, or the destruction of characters body back on the Material Plane (which kills them).

Special: The character (or characters, if multiple individuals are to accompany the character on the spirit trip to other worlds) must enter trance after employing a entheogenic substance .The spell-like ability granted by this feat may be employed once per day. This feat may only be acquired by besting a guardian at an axis mundi.
 
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Interesting concept and good flavor, but I wonder about balance. It looks remarkably easy to pile on DC-reducers in order to, say, inflict large amounts of damage on someone at what appears from the examples to be unlimited range.
 

Dangers Associated with Spirits

Spirits are not simply domesticated rabbits to cage, skin and eat at leisure. They are sentient manifestation of life, in all its often-terrible fury and appetites. Dealing with spirits is a risky business and best not undertaken by the unprepared or foolhardy.

In example 01, if Bill had failed in his attempt to bargain with the dim spirit cottonmouth, it may have attempted to inflict him with blinding sickness, called real cottonmouths to attack him, attacked him itself, or all of the above.

In example 02, if John had botched in his attempt to bargain with the bright raven spirit, then it probably would have granted him the ability to fly, and then abruptly ended the spell (yes, they can do that) and let him drop.

Generally, if they can angry spirits places curses (as the spell) on individuals, in addition to stalking them from their home plane (the ethereal plane or shadow plane) and frequently inflicting whatever kind of punishments on the victim they can.

Certain charms can be used to discourage dim spirits. These are worth 5 gp. per point of bonus they offer, thus a +2 charm would be worth 10 gp. The bonus of the charm applies to any and all saving throws and attempts to resist the efforts of a dim spirit.

Some herbs also provide a temporary advantage to dealing with spirits, with ingested in some fashion (drunk, eaten, smoked) or when a character bathes (lets the smoke drift over them) in the smoke. After this, the character enjoys a +1 bonus, applies to any and all saving throws and attempts to resist the efforts of a dim spirit, for 1d4 hours.

Taboo: This is a strong social prohibition (or ban) relating to any area of human activity or social custom declared as sacred and forbidden. Basically, do not offend the spirits.

Violating taboos incur both social and spiritual penalties, both of which may be severe. The spirits – upon whom many communities of humans, elves and other mortals depends – are often mercurial and brittle tempered.

The spirits demand things from people in exchange for helping them, or even for leaving them alone. Some of these demands are material and other demands are for a particular behavior. The former are sacrifices and the latter are taboos. If someone violates a taboo, then they are violating an agreement with the spirits, who will then stop assisting people and/or may seek to do them harm.

Three are so many different types of spirits that there can be few taboos they all demand people observe, with a few exceptions.

First, spirits usually require that their living counter parts be left alone, unless a significant sacrifice is made to the spirit if the living counter part is harmed. For example, a taboo spirit beaver impose on an individual in exchange for helping them is that the character must not harm living beavers. If the character were to harm or kill a beaver, then at the very least the spirit beaver would leave – it might try to harm to character as well.

Second, spirits also want informal sacrifices made to them. Formal ones are those offered during actual rituals, informal ones are made in a causal way and are usually part of anything the spirit has provided. The demands of sacrifices – both formal and informal – are usually related to the spirit’s living counter part, if it possesses one. For example, beavers eat fish. A spirit beaver that assist a character in his fishing will want, as an informal sacrifice, at least one fish of a catch tossed into the water.
 
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Spirit Groups

Spirits fall into general groups and understanding these groups, and why spirits fall into one category or another, is useful for dealing with spirits.

Bright and Dim Spirits: Bright spirits are often good and dim spirits often evil. Bright spirits are usually in the ethereal plane and dim spirits are usually in the shadow plane. All spirit Monsters are usually chaotic.

Animal and Monster Spirits: Spirit animals are spirit manifestations of normal animals, and monster spirits are spirit manifestations of most animals. People may take a spirit animal as a spirit cohort, but not a monster spirit. Spirit monsters are often unique creatures that have names – while spirit animals are often quite similar – and possess a formidable power.

Elemental Spirits: For purposes of game mechanics, it is useful to have spirit elementals to serves as manifestations of geographical features and weather phenomena in ways spirit animals and most spirit monsters cannot. For example, the spirit of a small lake can be served by placing the spirit monster template on a medium water elemental and the spirit of a (smallish) mountain would be created by placing the spirit monster template on a huge elder earth elemental.

Appropriate Spirits for Magic: The trick to working spirit magic is calling upon the right spirit. Simply put, GMs and players will have to exercise common sense because there are too many possibilities (between types of individual spirits and intended tasks of spirit magic) to provide a comprehensive list in this book.

Table 03: Spirits for Magic
Type of Magic.....Spirit Animals

Acid..................Animals with poison attacks; snakes, some lizards
Alternation.........Animals that change themselves their environment; beaver, moths
Cold..................Cold animals; polar bears, whales
Divination..........Animals associated with wisdom; owls, eagles, snakes
Electricity.........Animals associated with the sky; eagles and hawks
Fire..................Animals associated with heat; lizards, fire ants
Gaze Attacks......Animals that stare down prey; snake, lions, wolves
Healing..............Bright spirits only
Necromancy.......Dim spirits only
Poison..............Animals with poison attacks; snakes, some toads
Sonic...............Animals that roar or scream; lions, eagles, hawks.
Sun.................Animals associated with sunlight or the sky; eagles, lizards, some insects
War.................Most predatory animals; wolves, lions, bear
Water..............Water animals; beavers, otters, some snakes

The basic guideline is; call on a spirit whose powers are appropriate to the purposes of the spirit magic being attempted.

If John wants to have a spirit grant him the ability to fly, he calls upon a bird or possibly a bat. He should not call on a spirit turtle turtles do not fly, while birds do.

Bill wants to have a spirit inflict a person with blinding sickness through use of spirit magic. Blinding sickness is associated with foul water, so Bill should seek out a spirit associated with water. The cottonmouth is already a creature with a poison attack and it lives in and around water. So calling upon a spirit cottonmouth make more sense than calling on a spirit fox.
 

Skill and Feat Use

Craft Effigy: A character may create an effigy via the craft wondrous item feat. They must possess the spirit magic feat, knowledge: religion five ranks and a charisma 12 or better. Effigies offer a bonus to dealing with spirits if the effigy represents the type of spirit with which the character is dealing; a deer effigy would offer a bonus to dealing with deer spirits, but would offer no bonuses to dealing with any other kind of spirit. Further, a spirit may hide itself in an effigy that represents it, even if the effigy is smaller than the spirit. Thus a deer spirit could hide itself entirely inside of a deer effigy, but it could not hide itself in a cougar effigy and a cougar spirit could not hide in the deer effigy.

It takes a day and 100 XP to create a standard effigy from available materials, such as bone, wood, stone, feathers, and grass worth a minimum of 1 gold piece in value. Effigies may not exceed diminutive size or one pound in weight.

It takes 10 days and 500 XP to create a effigy mask from available materials, such as bone, wood, stone, feathers, and grass worth a minimum of 5 gold piece in value. Effigies may not exceed tiny size or five pounds in weight.

If a character possesses spirit cohort, and an effigy mask, and the spirit cohort hides itself in the mask, once per day per six total character levels the character can transform themselves into the mortal animals version of the spirit. This ability lasts one hour per total level of the character. This otherwise functions identical to the druid ability wild shape.

Tattoos, Scars, Brands: When using a tattooed spell created in the First Land, use the rules as written. It is possible to use ritual scaring and branding to create similar, but more powerful (because their creation is more painful and damaging), effects. Use the feat tattooed spell, modified as follows; the ritual scarring or branding must be performed by a character who possesses at least one rank in Craft (tattoos is sufficient) and one standard spell, whose level is no more than half the characters +1 (and never more than 5), is infused within the ritual scar or brand in the characters flesh. Also, if the tattoo, scar or brand is in the shape of type of spirit, then the character receives a +1 circumstance to social rolls, and ritual rolls, in dealing with that spirit.

Craft Magic Arms and Armor: Magic arms and armors are known simply as magical arms and armor. The Fist Land is home to both weapons and armor, even if the former is usually made of the stone and the latter wood, bark, bone or cotton padding. Use the rules for crafting magical arms and armor as written.

Scrolls and Potions: The technological level of the First Lands has implications in terms of magical items. Scrolls are only created by the Runa and the Tlacatl – they possess a written language, while other races and cultures do not. The ability to write pictographs is not sufficient to create scrolls. For the Runa and the Tlacatl, use the rules as written for using and creating scrolls.

The ability to create potions is limited and the ability to store and transport them more so. Unless small bottles have been purchased from the Balthazar, or someone similar, there are no glass containers in the First Lands. Ceramic containers exist, but they are larger, heavier which creates difficulties in storing potions and transporting them. The limits on supplies, and that the supplies available are organic in nature, means potions made in the First Land are also perishable. Thus; a filled potion container is going to weigh half a pound and the potion will be good only for 10 days, after which it looses its effectiveness.

Crafting Wands, Staffs, Rods and Bric-a-brac: For cultural reasons, whose origins have been lost in the mists of time, people of the First Land do not create magical rods or wands, although that is with in there technical capacity. Seeing people from other regions having wands and rods around may elicit some sort of bawdy comment from an native of the First Lands.

They do, however, make staffs.

However, magic uses of the First Lands are past masters of creating wondrous items. Items of this nature includes, rattles, masks, dream catchers, drums and so forth. Other items includes charms (which offer magical protection against spirits, usually dim spirits) and fetishes (which offer a magical bonus to dealing with a type of spirit and its living counterparts)
 

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