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Spirit

The Realm of Strife is a land where the Spiritual powers flow freely. There are many who have learned the arts and rituals to tap into this powerful force that manifests itself in what is generally referred to as magic. The source of these spiritual powers is a highly debated subject.

The druidic conclaves hold that the spiritual powers are just an extension of the divine powers of the gods. However the Colleges of Magic, the domain of Mages, Battle-mages, and Wizards, claim that it is a physical property of creation itself, invisible much like the wind, but with effects clearly evident in the world around it. These practitioners of the Spiritual arts spent long hours in study learning how to manipulate and control these forces. The savage tribal Shamans have also learned to tap into the Spiritual force known as magic, claiming it to be a primal energy in existence since the beginning of time, made manifest in creatures such as Elementals. There are also those who believe that it is more the art of focusing inward toward one’s own innate spirituality, and then channeling that Spirituality outwards. Runeweavers and Assassins are the followers of this belief, often spending a great deal of time in mediation to focus and strengthen their spirituality.

Regardless of the source, magic is not inherently good or evil, though it has been used for both great evil and great good over the course of history. Despite this, it deals with forces that the common person cannot comprehend and as such is almost always viewed with some measure of distrust or skepticism.

Spirit classes are those with the ability to attune themselves with the spiritual world; allowing them to control and manipulate these sources of spiritual energy with a wide range of effects.

Schools of Spirit Powers


The spiritual powers of magic are broken down by Domain and School of Magic (also sometimes referred to as a School of Spiritual Arts). Magic derives its power from one of the three Planar Domains of Creation, each containing several Schools of Magic. Each School of Magic is associated with a polarity rooted in either Order, Balance, or Chaos. Each School of Magic can be further subdivided into a School of Powers (sometimes also referred to as a Subschool or Spell School).

Clink on any of the Schools of Spirit Powers to see a list of Powers specific to that School. A full list of Spirit Powers can also be found the Full Spirit Power List page.

Domain School of Magic Polarity School of Powers
Arcane Common Balance Mana
      Null
  Light Order Light
      Solar
  Dark Chaos Shadow
      Void
Elemental Water Order Water
      Frost
  Earth Order Earth
      Metal
  Air Chaos Wind
      Storm
  Fire Chaos Fire
      Caustic
Natural High Balance Celestial
      Temporal
  Wild Balance Nature
      Toxic

Disciplines & Archetypes

To the untrained eye Spirit Powers may appear to lack be a wild and chaotic array of spells with no semblance of structure. However most Spirit Powers can actually be identified by an Archetype which governs the general form and function of a spell. These Spell Archetypes are then further categorized into five broader Disciplines:

  • Destruction
  • Devastation
  • Conjuration
  • Fortification
  • Alteration

For details regarding Spirit Disciplines and Spell Archetypes see the Spirit Disciplines & Archetypes page.

The Laws of Magic

The spiritual energies of magic are present in every object and being throughout the Realm of Strife. The most basic tenants governing its use are commonly referred to as the Laws of Magic. Foremost of these laws, is the strict adherence to a single School of Spirit powers. While the Mage Colleges often see themselves as the ultimate authority on magic among mortal kind, and therefore the upholders of its laws, the truth is the the Laws of Magic existed long before the Colleges.

The true masters of magic are the Dragon Flights, for each was forever marked by a single School of Spirit Powers. As such the Dragon Flights often see magic as a gift bestowed upon mortals at their behest, and just as easily revoked if it is not treated with respect. Though some Dragon Flights are more active in this duty than others.

Some flights allow mortals free reign to manipulate and experiment with these spiritual energies, while others tolerate very little interference (see Codex of Creation – Dragonkind for more details). In exchange for allowing mortals to dabble in these powerful universal forces, the Dragons demand that the mortals ensure they are governed properly. As such, any practitioner of the spiritual arts that does not submit to a governing body such as a college or conclave, is typically hunted down and eliminated by the Mage Wardens. At the lower tiers of power some might look the other way or let you off with a stern warning to change your ways. However, as one increases in power and accesses higher tiers the dangers of ignoring the Laws of Magic become increasingly perilous. The Colleges use the Mage Wardens to enforce these laws, lest the Dragons decide mortals are not worthy to wield such powers and take matters into their own hands.

Spirit Points


All Spirit powers require a certain amount of Spirit points in order to cast. Spirit points are usually simply referred to as Spirit. Spirit classes gain a larger pool of spirit every time they go up a level.  The amount of Spirit gained each level by Spirit classes is as follows:

  • +2d6 per level for Full Class
  • +1d8 per level for Mixed Classes

(apply Intellect bonuses: 20-19=+3/level, 18-16=+2/level, 15-11=+1/level, 6-0=-1/level)

Casting From Health

At anytime a Spirit class may choose to use HP instead of Spirit to cast a spirit power. This is often referred to as “casting from health”. Some restrictions may apply to casting from health for certain powers (i.e. Healing powers) and Classes (i.e. Shamans).

Tier and School Restrictions


Unless choosing the path of an outlaw among their own kind, all practitioners of the spiritual arts must obtain their first Title before they can gain access to spiritual powers beyond the generic Tier Zero Powers. Tier and School restrictions are summarized below:

Class Tier and/or School Restrictions
Mage, Battlemage, Wizard Tier 1, can only use the Common School of Magic (these can always be retained)
Tier 2+, must choose one School of Magic to lock into, retaining T1 Common and gaining access to T1 & T2 of the newly chosen School
Assassin For all Tiers, can only use powers dictated by guild, some guilds may brave the ire of the Mage Colleges and freely mix Spirit schools, but most choose to not draw attention to themselves
Shaman Tier 1, choose one School of Magic from Natural or Elemental Domains only (cannot use Arcane Domains)
After gaining Titles, may choose to branch off into other Natural or Elemental Schools of Magic instead of ranking up existing previous school, but if doing so must start at Tier 1
If mixing Tiers, treat “Tier of Caster” as the combined total of all Tiers (i.e. a Shaman with T3 Fire and T2 Earth is still considered a T5 Caster)
Druid For all Tiers, dictated by the spirit/faith alignment of the Druid’s Conclave, which would typically be dedicated to a single School of Magic combined with a  particular Faith path (see ‘Systems of Faith’ supplement for specific Conclaves)
Runeweaver Tiers awarded through the Runeweaver title system of Rites and are independent of Schools of Magic. Runeweavers can use any power that is tattooed on their skin up to the highest Tier allowable for their current title. Schools of magic are instead denoted by a larger “root” tattoo, which all subsequent powers are arranged alongside.
Note: See the Runeweaver Class Codex for more details on the Rites and Tattoo allotments for Runeweavers

See each Class Codex for further details to that class

Learning New Powers


The nature in which different classes interacts with the spirit world is unique and as such most have their own method for learning new spirit powers, as outlined below:

Class Learning New Powers Summary of Further Requirement
Mage, Battlemage, Wizard Academic Approach (see each Class Codex for details) Intellect test at -1 Intellect/Tier
Assassin Guild Library Intellect test at -1 Intellect/Tier
Shaman Communing with Spirits (Elemental or Natural) Complete task or defeat the Spirit in combat
Druid Study and Communion with deity, gods, divine beings, etc… (Sacred Text) Test against the average of Intellect and Wisdom at -1/Tier
Runeweaver Runic Tattoos Failure rate equal to 15% per Tier of the power, cut if half 
if tattooed by an elder/mentor Runeweaver

See each Class Codex for details regarding learning new powers specific to that class

Retaining, Swapping Out, and Re-Learning Powers


With the exception of Runeweavers, all other Spirit users are restricted to retaining a set number of known and/or memorized powers. At any point during combat or while adventuring the powers retained in memory are the only ones accessible to the caster. This does not necessarily mean that once a power is learned and retained in memory that it is not possible to swap out or re-learn powers.

Due to the limit on the number of powers that most Spirit classes can actively retain, any time they learn a new power when the casters memory is full it forces an existing power out of your memory. In a sense, the power is over-written. The over-written power can be any power the caster chooses, other than a Tier 0. This over-writing applies regardless if at one point in time the caster already knew the power; if they do not currently retain knowledge in their memory of the power they must essentially re-learn it. The frequency at which these tasks are possible varies depending on the class. The chart below summarizes how each class retains, swaps, and/or re-learns powers:

Class Retaining Powers* Swapping/Re-Learning Powers
Mage, Battlemage, Wizard Memory: +2 per level up to level 10, +1 per level after that Personal Spell Book (transcribe)
Assassin Memory: +2 per level up to level 10, +1 per level after that Guild Library
Shaman Mastery: +2 per level up to level 10, +1 per level after that Same as Learning a New Power
Druid Memory: +2 per level up to level 10, +1 per level after that Same as Learning a New Power
Runeweaver Runic Tattoos: 3 per level up to level 10, +2 per level after that (total number of tattoos on their body, including Root Tattoos) Once tattooed, cannot be removed or replaced, however Spiritual Attunement can be used to swap between Schools of Magic

*Does not include Tier 0 powers, which are always known, by all classes, at all times

Methods of Casting


All Spirit classes cast their powers using a combination of some form of verbal command, sound or incantation paired with a casting gesture of some kind. This means in order for a spirit power to be successfully cast both components must be performed. Therefore in order to prevent a Spirit class from casting you must interfere with one or both of these functions. As such spirit classes will be prevented from using their Primary Skills (aka Spirit Powers) if they are SilencedWindedStunnedImmobilizedIncapacitated or Unconscious. in combat this means they are susceptible to skills or abilities that inflict these types of Crowd Control (CC) effects.

Outside of combat, in a roleplaying sense, these types of effects can be induced upon Spirit classes to prevent them from casting. Examples would be tying a gag around their mouths, binding their hands and feet, dosing them with potions, or even just getting them extremely drunk. However, care should be taken when using methods such as this to prevent or restrict a Spirit class from casting. A well experienced a Assassin can cast a spell with a mere whisper and subtle nod of his head, and bound Runeweaver could still use a finger to draw a Rune of Power in the dirt. As always GM discretion plays a role in deciding how well a method performs in preventing a Spirit class from casting, and a good GM allows players to fail and learn from their mistakes rather than spoon feed them the foolproof method to imprisoning that renegade Mage to collect on his bounty.

Casting Flavor

All Spirit classes are generically required to use both a verbal/vocalized component and a physical component in order to use their Primary Skills (aka Cast Spells, aka use Spirit Powers). However, from a roleplaying perspective there are significant differences in the methods that different Spirit classes use to fulfill these requirements, based on their particular philosophies and approaches to the Spiritual arts. The methods listed below are typical of each class, but exceptions may exist within them.

Class Verbal/Vocalized Component Physical Component
Mage Memorized incantations, usually spoken in long form (aka Mage tongue), in fanciful, ancient, or obscure dialects Elaborate casting gestures made with one or both arms/hands
Battlemage Memorized incantations, usually spoken in short form (aka Battle tongue) and in their native tongue Simple but forceful casting gestures, often made with a weapon
Wizard Memorized incantations, usually spoken in the original corresponding language of creation (aka Dragon Tongue) Casting is physically channeled through an inanimate object, usually a staff, sword, wand or knife
Assassin Memorized incantations, usually a barely audible whisper (aka Silent tongue) Subtle casting gestures with any part of the body, often going unnoticed to those who don’t know what to watch for
Shaman Speaking or chanting a word or phrase taught to them by an elemental or primal spirit (aka Elemental or Primal Tongue) Ritualistic gestures that mimic the movements of the elemental/primal spirits that empower them
Druid Chanting or singing to invoke the powers they serve Casting gestures that rhythmically match their chanting or singing and evoke a sense of the power they serve
Runeweaver A short yell, shout, or sharp exhaling of breath that accompanies/activates the traced runes (aka Kiai or Kihap) Construct or trace runes in the air and/or on a surface (that correspond to their tattoos), using their fingers, hands, arms, legs, feet, or sometimes even their whole body