• See Souls
At this level, the medium is able to see any souls in the vicinity, manifested or not. This ability is always on, once learnt. In order to '''stop''' this ability for a scene, the character can make one of two choices.
Choice One.
Cost: One willpower point.
Dice Pool: None.
Action: Immediate.
The character immediately stops seeing any souls she otherwise would have, for the remainder of the scene.
Choice Two.
Cost: None.
Dice Pool: Wits + Evocation.
Action: Immediate.
Roll Results
Botch: The character fails to stop seeing souls, and cannot attempt the roll or spending willpower again for the remainder of the scene.
Failure: The character fails to stop seeing souls, however can now spend willpower to do so, if she chooses.
Success: The character immediately stops seeing any souls she otherwise would have, for the remainder of the scene.
•• Communicate with Souls
At this level the Medium can form a link between herself and a particular soul, allowing her to communicate with it. This communication is basically telepathic in nature, although some find it helpful to vocalise their end of the conversation. This does not allow any others to hear the soul the Medium is communicating with.
Cost: None.
Dice Pool: Intelligence + Evocation.
Action: Immediate.
Roll Results
Botch: The character is unable to establish a link between herself and the soul in question, and cannot attempt to do so again for a number of hours equal to the botch level. Ie. -1 botch, 1 hour; -2 botch, 2 hours, etc.
Failure: The character is unable to establish a link between herself and the soul in question, and must attempt the ritual and roll again to do so.
Success: The character is successful in her attempts, and now able to communicate with the soul.
System
This spell requires a 5 minute ritual, and the roll indicated above.
••• Bind and Ward Souls
This spell allows the medium to either bind a soul to a specific area, or place a ward to keep it from entering. This works only on one specific soul which must be named at the time of casting.
Cost: None.
Dice Pool: Wits + Evocation.
Action: Extended.
Roll Results
Botch: The character fails to bind the soul or place a ward against it. This ability cannot be used against the soul for the remainder of the scene.
Failure: The character fails to bind the soul or place a ward against it.
Success: The character successfully manages to bind the soul or place a ward against it.
System
This spell requires a ritual, and the roll as indicated above. A number of successes equal to the soul's willpower must be achieved. To determine casting time, each roll = 1 turn. The spell lasts for 24 hours.
This method can also be used to unbind a soul from a location.
•••• Summon
This spell allows the medium to summon any soul she knows that has not crossed over. The caster must have something that belonged to the soul in question, or it's name.
Cost: None.
Dice Pool: Charisma + Evocation.
Action: Extended.
Roll Results
Botch: The character fails to summon the soul in question, and cannot attempt to again for the remainder of the scene. At storyteller discretion, something much, much worse may occur.
Failure: The character fails to summon the soul in question, and must start the ritual (and rolls) over again.
Success: The character manages to successfully summon the soul in question.
System
The player rolls and must accumulate double the soul's willpower in successes. The soul summoned arrives in 15 minutes x the number of rolls required to summon it, and during this time the caster must chant undisturbed. A soul summoned this way is by no means required to be friendly to the caster, and may, in fact, be quite put off by it.
•••• Greater Bind and Ward
Greater Bind and Ward allows the caster to Bind or Ward any number of souls with the same rules as in Level 3. Ten successes must be accumulated and the spell lasts for one week, or until the ward is destroyed.
••••• Command
Command allows the caster to command a soul to perform some task, which it must do before it will be released. The caster needs something that belonged to the soul in life and its name.
Cost: One willpower point.
Dice Pool: Manipulation + Evocation.
Action: Extended.
Roll Results
Botch:
Failure:
Success: The summoner may command the soul to perform a task.
System
The soul must be summoned and bound, as in Levels 3 and 4. A number of successes equal to the Soul's willpower must be achieved.
••••• Greater Summon
As with Summon, except Greater Summon can call more than one soul at a time, and certain more powerful souls. For mass summonings, half the combined willpower of the group is used.