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A spirit mage may be the most frightening creature in Telgard, for he can take control of your very soul.

- Gestalyn Allsmay

Spirit

AWAKENED: Spirit magic is usually awakened with a flash of insight into the spirit world, whether ghostlike whispering, seeing a wraith-like form hang from a gallows, or feeling the touch of an air-sprite. While such perceptions are generally passive, once a character begins to perceive these beings, they become much more vulnerable to possession. And if possession happens before they train their gift, it is almost always...permanent.

INITIATE: The key word of the Initiate Mentalist is SENSE
The mage learns to sense the presence and emotions/intentions of spirits in the vicinity. They can see through the veil of the spirit world.

APPRENTICE: The key word of the Apprentice Mentalist is COMMUNICATE
The Apprentice learns spirit-speak and may communicate mentally with a spirit; in addition, they learn how to fend off spiritual attacks. Note that communication with a spirit still leaves them somewhat open; this protection is against other attacks where they did not seek contact with the spirit in question. An Apprentice who can communicate with a spirit may convince it to do something, but cannot force it.

MAGE: The key word of the Mage Mentalist is INFLUENCE
The mage can begin to call for a spirit's aid--even if the spirit is not present or not on this plane--though such services often require a price. The mage's protection against spiritual attacks increases; he can extend the same kind of protections he had before for other people, and his own protection (including when he seeks contact with a spirit) increases such that most common spirits pose no threat to him. He may allow himself to be possessed, and his sense of self will be preserved so that he may equally cast spirits out of himself. Such a mage is commonly called a medium.

ADEPT: The key word of the Adept Mentalist is CONTROL
The master can command a spirit's aid; he can prevent possession (even through solicited contact with a spirit) in another or even exorcise someone already possessed (such a mage is often called an exorcist).

LOST ABILITIES: It is said that mages once had the ability to forge spirits out of the aether; creatures with spirits can be reborn or reincarnated when they die, or alternatively continue on as ghosts or at the right hand of their deity.

Hazards of Spirit Magic:

Spirit magic is quite possibly the most dangerous talent to a mage; spirits are often highly intelligent in their own right, but communication with them is not at all similar to communicating mentally with a ss'tiss or an elf. Because communication with a spirit involves opening oneself to a spirit, that leaves one vulnerable to possession should a spirit choose to do so. The mage must then engage in a contest of wills to retain control of his body.

There are many kinds of spirits; most common are ghosts and nature-spirits. Most nature spirits (including elementals) are either incapable or don't want to possess a mage, and so these are the kind most favoured for communication. Ghosts, however, can and frequently do possess humanoids that are vulnerable, and so a mage serving as a medium must be prepared to struggle to evict her 'guest.'

There are other spirits, ranging in power from lost souls to gods, and each mage is well advised not to try to contact something more powerful than them if they have no assurance of protection. The ability of a mage to control a spirit or protect himself from one often depends on the spirit's power; there is no protection or defense from a god, for instance.

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