Spiritist

You stand between the worlds of the living and the dead. Through ancient rituals and ceremonies, and after extensive training, you gain the ability to see the entities haunting the spirit world and use your magic to compel their aid. You live a haunted existence, with strangeness following you wherever you go.
Most spiritists arise from cultures with strong animistic tendencies in their religion, serving as interlocutors for the dead. However, the role of the spiritist has broadened enough to encompass any who have connections to spirits, whether that connection was inborn, inherited, or learned.

Level 7 Spiritist

Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Spiritualism, Spells: One master
Spirit Bind (Magical): You can use this talent when you cast a Spiritualism spell. Target one creature within 10 yards and make a Will roll. You roll with 1 bane if you cast a novice spell or 1 boon if you cast a master spell. On a success, choose to bind a friendly spirit or a hostile spirit to the target. If you choose a friendly spirit, the target makes attribute rolls and luck rolls with 1 boon for 1 minute. If you choose a hostile spirit, the target makes attribute rolls and luck rolls with 1 bane for 1 minute.

Level 8 Spiritist

Health: +6
Spells: One master
Weird Hauntings (Magical): You can use this talent when you cast a Spiritualism spell. Make a luck roll. On a success, something unsettling happens within 5 yards of you—an odd odor, a chill in the air, weird laughter, or blood spilling down the walls. The phenomenon causes each creature within 5 yards other than you to make a Will roll. On a success, the creature becomes immune to this talent for 24 hours. On a failure, the creature becomes frightened of the affected area for 1 minute.

Level 10 Spiritist

Health: +6
Spells: One master
Storm of Spirits (Magical): You can use an action to call forth angry spirits from the Ephemera to vex your foes. Target one Size 10 space you can see. Ghostly forms fly around in the space for 1 minute, filling it with moderate obscurement. When the spirits appear and again at the start of each of your turns, each enemy in the space loses 1d6 Health and makes a Will roll. On a failure, the enemy loses an additional 2d6 Health and becomes frightened of the space and vulnerable until the start of your next turn. You can use this talent five times. You regain expended uses after you rest.