The Spiritualism tradition finds its roots in the First People, who called forth the spirits of animals and of their ancestors to acquire their wisdom and their power.
Although others, including mediums, seers, and necromancers, make use of this tradition, it remains most often found among the devotees of the Horned King and the shamans of the Woad tribes.
Treating with the Underworld comes with a price. Students of the tradition find themselves beset by spectral voices, half-glimpsed faces and bodies, and other manifestations or suggestions of spiritual activity. Often, these minor spirits follow the caster with interest and sometimes make themselves known through faint knockings in the walls, temperature changes, and foul odors. Such events might convey a spirit’s displeasure, a warning, or a need to communicate.
Frightful Spirit
Area A cube of space, 1 yard on a side, originating from a point within short range
Duration 1 round
A ghostly figure appears inside the area and remains for the duration. Any creature within 1 yard of the area and that can see it makes attack rolls and challenge rolls with 1 bane. A creature immune to the frightened affliction is immune to this effect.
Monkey Spirit
Target One creature you can see within short range
Duration 1 minute
A ghostly monkey spirit appears and moves into the target’s body. It remains inside the target for the duration. During this time, the spirit grants 1 boon on challenge rolls the target makes to climb and enables the target to ignore the effects of difficult terrain when it climbs.
Peer Into The Spirit World
Duration 1 minute
You can see all invisible creatures and objects within short range as if those creatures and objects were visible.
Spirit Bane
Target One weapon you can reach
Duration 1 minute
You touch the target. For the duration, successful attacks made with the target deal full damage to spirits and other creatures that normally take half damage from weapons.
Spirit of Vengeance
Target One creature you can see within short range
Duration 1 minute
A vengeful spirit binds itself to the target for the duration. Once per round during that time, whenever the target deals damage to another creature, that creature must make a Will challenge roll. On a failure, the creature takes 1 extra damage and becomes frightened for 1 round.
Bear Spirit
Target One creature you can see within short range
Duration 1 minute
A ghostly bear spirit appears and moves into the target for the duration. During that time, the target has a +5 bonus to Health, and the target makes Strength attack rolls and challenge rolls with 1 boon.
Boar Spirit
Target One creature you can see within short range
Duration 1 minute
A ghostly boar spirit appears and moves into the target’s body, where it remains for the duration. While inside the target, the spirit grants the target a +5 bonus to Health. In addition, while the target is incapacitated, it can either use an action or move up to half its Speed.
Call Poltergeist
Area A cube of space, 1 yard on a side, originating from a point within short range
Duration 1 minute
You cause a poltergeist (Shadow, page 250) to appear in the area and then force it to use its Manifestation special action. The poltergeist remains for the duration or until it is incapacitated, at which point it returns to whatever place it came from. When the poltergeist appears, make a Will attack roll against the poltergeist’s Will. On a success, the poltergeist becomes compelled for the duration. On a failure, the poltergeist acts in accordance with its nature.
Control Spirit
Target One spirit or one creature (under the effect of a Spiritualism spell you cast) you can see within short range
Make a Will challenge roll. On a success, you move the target up to half its Speed, and the target makes an attack against one creature it can reach.
Vexing Spirit
Target One creature you can see within short range
Make a Will attack roll against the target’s Will. On a success, a shadowy spirit appears and plunges into the target’s body, where it remains for 1 minute. Until the effect ends, the target is frightened, and whenever it gets a failure on an attack roll or challenge roll, you can move the target up to 3 yards in any direction the target can ordinarily move.
Attack Roll 20+ The target also gains 1d3 Insanity.
Wolf Spirit
Target One creature you can see within short range
Duration 1 minute
A ghostly wolf spirit appears and moves into the target for the duration. During that time, the target makes Perception challenge rolls with 1 boon, and the target’s weapon attacks deal 1d6 extra damage.
Eagle Spirit
Target One creature you can see within short range
Duration 1 minute
A ghostly eagle spirit appears in the air and moves into the target for the duration. During that time, the target gains a +4 bonus to Speed, moves at full Speed across difficult terrain, and makes Agility attack rolls and challenge rolls with 1 boon.
Lion Spirit
Target One creature you can see within short range
Duration 1 minute
A ghostly lion appears in the air and leaps into the target’s body, where it remains for the duration. The spirit grants the target a +5 bonus to Health, a +2 bonus to Speed, and a +2 bonus to weapon damage rolls. In addition, when the target uses an action to charge, it can use a triggered action at any point before the end of its turn to attack with a weapon.
Spirit Thrall
Duration 1 hour; see the effect
A ghostly spirit appears in your space and is tethered to you by a wispy cord. The spirit has Defense 10, Health 20, and is immune to gaining Insanity and to all afflictions. The spirit moves with you, remaining in your space. It remains for the duration or until its damage total equals its Health. Whenever you take damage, you apply half the damage to the spirit created by this spell.
If the spell ends because the spirit’s damage total equals its Health, it screams and disappears. You and each creature within short range of you that can hear the scream must each make a Will challenge roll, gaining 1 Insanity on a failure.
Spirit Warrior
Target One creature within short range that you can see
Duration 1 minute
A ghostly warrior appears near and moves into the target, where it remains for the duration. Until the spell ends, the spirit grants the target 1 boon on attack rolls made using weapons, and such attacks deal 1d6 extra damage. As well, the target cannot be frightened.
Spirit of Torment
Target One creature you can see within medium range
A hateful spirit appears and attacks the target. Make a Will attack roll against the target’s Will. On a success, the spirit enters the target’s body for 1 minute. During that time, the target has a –5 penalty to Health, and is impaired and slowed.
Attack Roll 20+ The penalty to Health worsens to –10.
Call Phantom
Area A cube of space, 1 yard on a side, originating from a point within medium range
Duration 1 minute
You cause a phantom to appear in the area and then force it to use its Manifestation special action. The phantom remains for the duration or until it is incapacitated, at which point it returns to whatever place it came from. When the phantom appears, make a Will attack roll against the phantom’s Will. On a success, the phantom becomes compelled for the duration. On a failure, the phantom acts in accordance with its nature.
Horrifying Spirits
Area A 5-yard-radius sphere centered on a point within medium range
Duration 1 round
Hideous spirits loosed from the Underworld spread out and fly through the area for the duration. Each creature in the area or that enters it must make a Will challenge roll. A creature takes 3d6 damage and gains 1d3 Insanity on a failure, or just takes half the damage on a success. When a creature is frightened from gaining Insanity in this way, it must use its action to rush and move away from the spell’s origin point by the safest available route on each of its turns.
Osprey Spirit
Target One creature you can see within short range
Duration 1 minute
A ghostly osprey spirit appears and moves into the target’s body, where it remains for the duration. While the spirit is inside the target, the target can move by flying. In addition, the target’s movement while flying does not trigger free attacks.
Seance
Requirements You must build a small fire and sprinkle special powders worth 1 cp into the flames, which causes them to flare with green light.
Duration Until you complete a rest or you expend the last spirit
You breathe in the smoke from the flames, and 2d6 spirits move into your body for the duration. Whenever you make an attack roll or challenge roll, you can expend a spirit to make the roll with 1 boon.
You can also use an action to expend three spirits and ask the GM one question that can be answered yes or no. The GM must answer the question truthfully.
Spirit of Healing
Target One creature you can see within medium range
Duration 1 minute
Pale lights appear and move into the target for the duration. The target heals damage equal to its healing rate and, until the spell ends, heals 1d6 extra damage whenever it heals damage.
Howl of the Wendigo
Area A sphere with a 10-yard radius centered on a point you can see within long range
A spirit of a wendigo, a wild, terrifying monstrosity, appears in the center of the area, screams, and then disappears. Each creature in the area that can hear the scream must make a Will challenge roll. A creature takes 3d6 damage and is deafened and frightened for 1 minute on a failure, but just takes half the damage on a success.
Call Einherjar
Requirement You must be holding a horn worth at least 1 gc.
Area A cone of space, up to 10 yards long, originating from a point you can reach
Duration 1 minute
You sound the horn, and 1d3 +1 einherjar appear in open spaces you choose inside the area. The einherjar are friendly to you and can take their turns immediately and whenever you take a turn. When the spell ends, the einherjar vanish.
Call Specter
Area A cube of space, 1 yard on a side, originating from a point within short range
Duration 1 minute
You cause a specter to appear inside the area and force it to use its Manifestation ability. The specter remains for the duration or until it is incapacitated, at which point it returns to whatever place it came from. When the specter appears, make a Will attack roll against the specter’s Will. On a success, the specter becomes compelled for the duration. On a failure, the specter acts in accordance with its nature.
Hateful Spirits
Area A sphere with a 5-yard radius centered on a point within long range
Duration 1 round
Hateful spirits spread out from the center of the area and fly around inside it for the duration. Each creature in the area, or that enters it, must make a Will challenge roll. On a failure, a creature takes 5d6 damage, becomes frightened for 1 round, and must move its speed away from the center of the area by the safest available route. On a success, the creature takes half the damage but is otherwise unaffected.
Spirit of the Horned King
Target One creature you can see within medium range
Duration 1 minute
A shadow of the Horned King appears behind the target and moves into its space, then disappears. Until the spell ends, the target gains all of the following benefi ts:
- The target has darksight.
- The target gains a +10 bonus to Health.
- The target gains a +4 bonus to Speed.
- The target makes Strength and Agility attack rolls and challenge rolls with 1 boon.
- The target’s weapon attacks deal 1d6 extra damage.
In addition, whenever a creature gets a failure on an attack roll against the target, you can use a triggered action to move the target up to a number of yards equal to twice your Power.
Tormenting Spirit
Target One creature you can see within medium range
You call up a vicious spirit and send it to harry the target. Make a Will attack roll against the target’s Will. On a success, the spirit sinks partly into the target’s body. The spirit imposes 2 banes on all attack rolls and challenge rolls the target makes and causes the target to take 4d6 damage at the end of each round until the spell ends. A target affected by this spell can make a Will challenge roll at the end of each round. After two successful rolls, the spell ends.
If you got a failure on the attack roll, the spirit becomes a wraith that appears in an open space within 2 yards of the target. The wraith takes the next available turn and acts in accordance with its nature. It remains until it’s destroyed.