Spirit Sphere

Knowledge of the Umbra and its inhabitants comes from studying this [[Sphere]]. The [[Adept]] who commands its power may converse with spirits and travel to their realms (albeit with difficulty). Spirit is the study of ephemeral Patterns, or ‘spirit-stuff’. These Patterns are commonly found in the beings of the Umbra, although some occasionally foray into the material world.

Spirit lies somewhere between [[Prime]] and physical, the reflections of the other Spheres in the Umbra, or the spirit worlds. An [[Adept]] with this Sphere opens up a new world, worlds upon worlds in the infinite complexity of the Umbra. There are countless strange and bizarre [[spirits]] in the Umbra, and this [[Sphere]] allows an [[Adept]] to communicate and interact with them – and step into the Umbra, removing himself from the boundaries of reality. Spirit Adepts can slip into other dimensions at a whim, speak to the spirits in the world around them, and command all the realms of existence.

Spirit has many limitations. It cannot affect anything physical on earth – only spirit patterns in the Umbra. The Umbra is a dangerous place, and many of the spirits there think in ways that are completely alien to the human mind. The world is surrounded by the Gauntlet, which makes it difficult to interact with the spirit world. Although Horizon is already in the Umbra, it has it’s own Penumbra that Adepts with Spirit can pass into. Unfortunately, it also has it’s own powerful Gauntlet, which means that Spirit Adepts cannot pull Umbra-based escapes as easily as they might do on Earth. On the other hand, Spirit can be infinitely powerful, and an [[Adept]] without Spirit can’t be said to truly know the nature of the universe.

==• Apprentice Spirit: Spirit Senses==

Like all other Spheres, the first step of Spirit is learning to see the spirits around you. Adepts get a glimpse into the Mirror Umbra – the reflection of the material world. They can see anima and ghosts, hear spirits and detect where the Gauntlet is thick or thin. The [[Adept]] can determine if an object is spiritually possessed, and sense objects with connections to the Spirit world. an [[Adept]] without Spirit Senses is absolutely helpless to the Umbral creatures around him.

Sample [[Rotes]].

Hear Spirit.

The [[Adept]] listens closely to the Penumbra. He may eavesdrop on other characters and spirits who have used Spirit to shift into the Penumbra, although he may not yet make his voice be heard. If he is in the Penumbra, he uses this Rote to listen into normal reality.

Spirit Sight.

The [[Adept]] extends his sight into the Penumbra. This allows him to see any characters who have used Spirit to shift into the Penumbra. He may also see spirits, but they pass by quickly, unless one is specifically interested in the [[Adept]] or his companions. If he is in the Penumbra, he uses this Rote to see into normal reality.

Detect Possession.

Voodoo and other religions have a long tradition of spirits ‘riding’ humans. This Rote allows an [[Adept]] to detect when a person is not himself, and is being manipulated by the spirit world. Unfortunately, the [[Adept]] cannot do much about the possession until he learns more Spirit.

==•• Initiate Spirit: Touch Spirit==

For a brief moment, the [[Adept]] can reach into the spirit world, manipulating creatures and objects there, extending his touch, speech, or hearing into the next world. He can also exhibit some control over the Gauntlet – making it harder for spirits to manifest, or easier. Combined with other Spheres, the [[Adept]] can make objects that interact with the spirit world, or use [[Space]] to extend his sight further than the Mirror Umbra.

Sample [[Rotes]].

Spirit Touch.

The [[Adept]] extends his sense of touch into the Penumbra. He can touch spirits and strike them if necessary, using his normal combat abilities. When used from the Penumbra, this Rote allows the [[Adept]] to shift objects slightly, as a poltergeist might.

Spirit Voice.

The [[Adept]] can now communicate into the Penumbra, without actually having to cross over. He can communicate with spirits (who are in no way obligated to listen), or send out a general shout for help. If he is in the Penumbra, he can communicate back to reality, his voice drifting as a whisper from the air.

Spirit Ward.

The [[Adept]] has learned some basic rituals to prevent spirits from entering an area. By using this Rote, he can make it more difficult for other Adepts to cross to or from the Penumbra, and cause spirits to keep their distance from the area.

==••• Disciple Spirit: Pierce Gauntlet==

An [[Adept]] can now pierce the Gauntlet of the spirit world, physically moving himself into the Umbra or back. This action tends to be Paradox-heavy, and puts the [[Adept]] at risk of whatever lives in the Umbra, so is not something to be done lightly. The Umbral [[Adept]] can then interact with spirits directly and use his magic on them, travel forgotten spirit pathways, and move into other spirit realms.

In addition, the [[Adept]] can now awaken the spirits of objects (gaining an intelligent computer or totem) or lull them to sleep (such as the spirit of a security system). With other Spheres, Adepts can make Umbral copies of Matter of Forces patterns. The [[Adept]] has taken a great step into a larger – and more dangerous – magical world.

==•••• Adept Spirit: Rend and Repair Gauntlet, Bind Spirits==

The [[Adept]] can now open his spirit gates for others, tearing a hole in the Gauntlet to pass through. The [[Adept]] can also reinforce the Gauntlet and seal breaches, making it impossible for unwanted spirits to drop in. He can now place powerful bindings and summonings over spirits, gaining allies and servants from minor spirits. The [[Adept]] can even link a spirit to an object, called a Fetish, to be able to call upon its power. Spirit becomes yet again more powerful, yet again more dangerous.

==••••• Master Spirit: Forge Ephemera, Outward Journeys==

The Master of Spirit gains some truly terrifying powers. He can now create, destroy, or heal spirits and spirit material. The Master can create new Realms in the Umbra (a massive undertaking requiring tons of Quintessence). Since he can now interact with the living soul, the [[Adept]] can even see the Avatars of others, seeing the powerful spirit energies infused in Awakened Adepts, and the sleeping spirits of the Sleepers. A Master might try to force a Sleeper to Awaken, but such efforts are dangerous at best.

Perhaps most frightening is that a Master of Spirit can perform the Gilgul rite – killing the Avatar permanently. This ritual is one of the most guarded and feared powers of the magical world. The [[Adept]] no longer has limits to his Umbral exploration, now able to move past the Horizon into the Deep Umbra and Far Realms, into lands far beyond the abilities of human imagination.

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