by Mordraken » Sat Dec 21, 2002 7:02 pm
Speaking of fucking magick, also known as Mystic Humping...
THE BIG HUGE EVERYTHING YOU WANTED TO KNOW ABOUT SPIRIT MAGICK BONANZA GUIDE OF DOOM!!!
*Note: these are in order of when they are learned, roughly. More will come later.
1. Light Spirit: Simply, calls a creature from the etheral plane onto the material one that manifests as a point of bright, white light. These creatures are tele- and empathic, sensing the location of corporeal creatures, as well as their pain and feelings. They also can speak to their summoners, but only if the Spirit Mage touches them, and even then only in cryptic, one or two word phrases. They can wink out of existence at will, unless asked to stay. They usually will grant such a request.
2. Summon Spirit Animal: Similar to Light Spirit, a spirit animal is a simple creature that looks like a beautiful version of it's corporeal cousin and is affected as same, but is actually etheral. Once summoned, it binds with the summoner, and follows him or her as an extraordinarily loyal pet. It has all the empathic powers of a light spirit, and medium level Spirit Mages can actually ride within the animal for a certain period of time. This acts an an always willing subject of the Ride Within spell, 6b.
3. Soul Purging: A kind of healing spell, it doesn't fix physical damage to the target, but it does cure ailments of the soul, as well as taints of evil. Certain overwhelming taints are harder to purge, but in time it can fix almost anything.
4. Soul Calling: Allows the Spirit Mage to attempt to call the spirit of a dead person, or someone that has had their spirit banished by something. The call's range strengthens with practice, as well as the time the spirit appears on the material plane.
5. Astral Projection: The opposite of Soul Calling, instead of bringing a spirit to the material plane, the Mage sends their spirit out to rome the etheral plane. Since the two planes overlap, everthing the Mage sees will be in relation to the Material plane, but they will not be affected by the main plane, I.E. they can go through walls and people, and people will not be able to hear them. The mage will be able to see and interact with other local spirits. The main vulnerability of this power is that it leaves the caster's body vulnerable in the time their spirit is seperated. If the body is destroyed, the spirit will have no where to go back to, and will be a seperate entity for ever, or until a replacement is found, I.E. a more or less fresh dead body.
6. Dream Reading: A limited form of Astral Projection, it allows the mage to see the dreams of a sleeping person while the mage keeps in contact with the target. Middle to high level mages can also interact with dreams and the people in them. If a mage is killed in a dream, they merely instantly retract into their body, at which time the mage needs to reenter the trance to reenter the target's dream. If, however, the caster's body is killed, the spirit of the caster is stuck in the body of the target. This is more of an irritation than anything, and can cause interesting problems of having two personalities conflict in one body. The mage's personality can then find a specially prepared body to bring their spirit into, thus soving the problem.
6b. Ride Within: Again, an Astral Projection derivative, allows the caster to purpousfully let their spirit stay inside a target's body, seeing and feeling what the target does. Usually, this is easier with a willing subject, and causes pain to the caster's spirit in those who aren't. The caster can snap back into their body at will.
7. Soul Tension: One of the most powerful three powers, this requires much concentration. It allows the mage to totally override a spirit's conscienceness, and control it's movement and actions and speech. If the mage loses concentration, the spirit often will be angry and turns on the caster, and at best leaves. At worst, the spirit will go berzerk, attacking eveything in sight. This is especially dangerous when used on an elemental, explained next.
8. Summon Elemental: These are spirits that embody a certain element or concept, like Fire (called an Ifrit) or Love (called a Cherub). When summoned, some will simply obey or are willing to negotiate. Some, like Fire Elementals, are chaotic and angry, and will attack if not Soul Tensioned, unless they have dealt peacefully with the summoner before.
9. Quivering Palm: Arguably the strongest power, it allows the caster to Soul Tension the spirits of even living beings, yet uses more concentration. A light similar to a Light Spirit appeares in the caster's clenched fist, and as long as that fist is closed, the caster can hold a creature still, cause them great pain, or even kill them at will.
Penance can't absolve your sin...Reap your life/Veiled in shadow/Recognize/Faces of the crucified/I can hear their screams tonight/Ever haunting me---- Disturbed, "Believe"