Spirit

Category
To know the Otherworlds and their inhabitants, a mystick must study this elusive and ephemeral Sphere. With it, she may converse with the Umbrood and even enter their words.
System
Spirit Sight, Spirit Sense. The mage can sense (peer into) the Near Umbra around her, seeing auras, ghosts and spirits, especially those to whom her Avatar is most (through Resonance) tuned. Disciples of Spirit can also sense the strength of the local Gauntlet, and can discern an item that has a spirit essence, like a Garou fetish or an awakened object or location. Touch Spirit, Manipulate Gauntlet. The mage can now briefly touch spirits and objects across the Gauntlet. He can pick up a fetish stick dropped by a Garou, push a spirit out of a room or even hit one over the head with an object from the spirit world. Contact is fleeting (only a turn or two). The mage can speak through the Gauntlet, and has the ability to call to nearby spirits. The mage, finally, can lower the Gauntlet by one per success for as many turns as successes are rolled. Pierce Gauntlet, Rouse & Lull Spirit. A mage may make a hole in the Gauntlet, allowing him to enter the Umbra. The mage's body and possessions are translated into ephemera. To create an object in the Umbra requires Spirit 3, Matter 3, Prime 2. The mage may also awaken spirits from their slumber and return them to such. Rend Gauntlet, Seal Breach, Bind Spirit. The mage may now rip the fabric of the Gauntlet asunder and can travel, with anyone (mortal or spirit), to the other side. The mystic can also repair breaches which others have created. Most polite (and sensible) mages will seal their own breaches to avoid Paradox. Spirits can also be bound into objects, creating fetishes. A mage may also channel a spirit's powers through herself directly, shutting out he other magic (temporarily, hopefully) in exchange for the spirit's Charms and other benefits. Forge Ephemera, Outward Journeys. The mage may now create or rend asunder ephemera, the substances of spirits. She may heal spirits' Power, help create Horizon Realms, or even attack a victim's Avatar through the dreaded 'Gilgul'. The Master may also break free from the Horizon and explore the Far Realms. The mage may traverse the Deep Umbra, surviving the ravages of Etherspace.
Freebie Cost
7
Prerequisites
Mage
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