Chapter III · Magic Traditions

Spiritualism — a school of magic —

The natural word, or the mortal world as some call it, exists within a supernatural envelope, a realm apart inhabited by the spirits. This realm resembles the real world, though misty and sometimes indistinct. Discovering this tradition opens channels of communication between the two worlds, enabling casters the ability to enlist aid from the spirits of the great beyond.

29 of 33 Common Class Has Talents
Sigil Nº 29
Class Common
Spiritualism Magic Traditions
[ sigil plate · spiritualism ]
The Spellbook Magic Traditions

Spiritualism Spells listed by level

Reference during play

Spiritualism Talents

CALL APPARITIONS (Magical): You can use an action to cause a spectral figure to appear. Target one Size 1 empty space within 10 yards. An apparition forms in that space and disappears. Each enemy that can see the apparition makes a Will roll. On a failure, the enemy becomes frightened of you until the end of your next turn. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. ESSENCE STRIKE (Magical): You can use an action to cause a vicious spirit to attack. Target one creature within 10 yards. Make a Will roll against the target’s Will. On a success, the target takes 2d6 damage. At level 3, the target takes 3d6 damage. At level 7, the target takes 7d6 damage. QUERY CORPSE (Magical): You can perform a ritual to put a question to the recent dead. Target one creature dead no longer than 24 hours. You touch the target. When you finish, you can ask one question that can be answered with a yes, no, or maybe. The spirit answers the question truthfully. Once you use this talent, you lose access to it until after you rest. SPIRIT SIGHT (Magical): You can see invisible creatures and objects in line of effect.

Novice Spiritualism Spells


Ectoplasmic Bolt

Spirit Strike

Spiritual Aid

Summon Friendly Spirit

FRIENDLY SPIRIT

DEFENSE: 15, HEALTH: 20 ATTRIBUTES: Strength 10 (+0), Agility 10 (+0), Intellect 10 (+0), Will 10 (+0) SIZE: 1, SPEED: 5 (Fly, Hover, Insubstantial, Silent, Slippery) SENSES: Awareness 10 IMMUNE: asleep, blinded, deafened, frightened, held, on fire, poisoned, prone GHOST TOUCH: The friendly spirit targets one creature in reach and makes an Agility roll with 1 boon against the target’s Agility. On a success, the target takes 2d6 damage.

Vexing Spirit

Wicked Spirits

Expert Spiritualism Spells


Bind Malicious Spirit

Dreadful Haunting

Ghost Walk

Spirit Tantrum

Summon Possessing Spirit

SÉANCE

  • Heal 3d6 damage.
  • Make an attribute roll with 2 boons.
  • Each creature that can see you makes a Will roll. On a failure, it becomes frightened of you for 1 minute, until you become unconscious, or until the creature overcomes the affliction with a success on a Will roll.
  • Release three spirits to ask the Sage a question that can be answered with a yes or no. The Sage truly answers with a yes, no, or unknown.

Master Spiritualism Spells


Astral Projection

  • Your spirit is invisible and lacks substance. It has your general shape and provides you with the following benefits and drawbacks:
  • Your Defense equals your Intellect score + 5.
  • Your Health score equals your Will score + your level. You take half damage from all sources. If your spirit form is incapacitated, the spell ends early, but your Intellect and Will scores drop to 1. At the end of each week, make a luck roll. On a success, the scores in each increase by 1 until they reach your original scores.
  • You use Will in place of Strength and Intellect in place of Agility.

SPECIAL MOVEMENT: Fly, Hover, Insubstantial, Silent, Slippery SENSES: Awareness 15 IMMUNE: asleep, blinded, deafened, held, on fire, poisoned, prone POSSESSION: You can use an action to target one confused, stunned, or unconscious creature within 5 yards. Make a Will roll with 1 boon against the target’s Will. On a success, you enter the target’s body and remain there for as long as you use an action on each of your turns to maintain this effect. While you are inside its body, the target is controlled by you. On a failure, the target becomes immune to your use of Possession for 24 hours.

Bind Guardian Spirit

Spirit Eater

Spirit Rend

Storm of Spirits

Wail Of The Banshee