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Spiritus A sorcery thought long lost, since the fall of the (family) family of senators. However, the sorcery had been learned by the Theites, a people favored once by the (family), and some of their own nobility practiced it until well after the Theites were scattered throughout Theah with the decline of the empire of Numa. Spiritus involves controlling spirits of nature (and un-nature) and ghosts. While the more obvious creatures under the sway of this sorcery include Mirror Ghosts and The Unraveld, other creatures such as Leshii, Djinn, and similar creatures may be included. The Game Master is the final arbiter of whether a creature from any of the sourcebooks qualifies. Like all Barganer Sorceries, this one has a price. Little by little, the spirits eat away at the sorcerer's soul, slowly turning his hair and eyes to gray. The sorcerer takes on a gaunt appearance, often looking old well before their time. When a sorcerer fails a roll, he takes 1k1 die of flesh wounds. He may then spend a drama die and take an additional number of flesh wounds equal to the amount he failed the roll by, thereby succeeding. In either case, the sorcerer should make a wound check as usual. At Apprentice level, the sorcerer can affect simple "Brute" level spirits, such as shades that perform the same task over and over. At Adept Level, the Sorcerer can affect "Henchman" level spirits At Master level, the Sorcerer can affect "Villainous" level spirits, such as Mirror Ghosts and Djinn Knacks: Bind, Command, Exorcise (Banish), Summon, Ward All of the knacks work on the same basic mechanic. The Sorcerer rolls his Knack + Resolve against a target number of the spirits Resolve (or Threat Level) times 3 for "Brutes", times 4 for Henchmen, or times 5 for Villains. If there is no Resolve rating listed for the spirit, the TN is 30. For each Raise made, the sorcerer may affect an additional spirit. Bind Binds the spirit to a person, place, or thing. Unwilling victims may roll their Resolve against a TN of the Sorcerer's Bind Knack x 5 to resist the spirit being bound to them Command The Spirit must perform one command. The Sorcerer may make a raise to add a second command. Exorcise The Spirit is forcably removed from it's current location, or a Binding is broken. Brute level spirits are destroyed. Henchmen level spirits may never again affect the item, person, or place that has been exorcised. Villainous Spirits must make a successful Resolve check against a TN of the sorcerer's Exorcise knack times 7 to affect the item, person or place. If this knack is being used to break another Sorcerers Binding, then the TN is that Sorcerer's Bind Knack times 5 Summon Calls a spirit to the Sorcerer. Ward Prevents a Person, Place or Thing from being affected by spirits.
Updated: Friday, April 06, 2001 |