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Spirit: Knowledge of the Umbra and its inhabitants comes from studying this Sphere.

The Mage who commands its power may converse with spirits and travel to their realms
(albeit with difficulty).

Specialty: Dreamspeakers
1 – Spirit Senses
2 – Touch Spirit
3 – Pierce Gauntlet
4 – Rend and Repair Gauntlet, Bind Spirits
5 – Forge Ephemera, Outward Journeys

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. A Mage 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 a Mage to communicate and interact
with them – and step into the Umbra, removing himself from the boundaries of reality.
Spirit Mages 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 Mages with Spirit can pass into.
Unfortunately, it also has it’s own powerful Gauntlet, which means that Spirit Mages
cannot pull Umbra-based escapes as easily as they might do on Earth. On the other hand,
Spirit can be infinitely powerful, and a Mage 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.
Mages 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
Mage can determine if an object is spiritually possessed, and sense objects with
connections to the Spirit world. A Mage without Spirit Senses is absolutely helpless to
the Umbral creatures around him.

Initiate Spirit: Touch Spirit


For a brief moment, the Mage 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 Mage can make objects that interact with the spirit
world, or use Correspondence to extend his sight further than the Mirror Umbra.

Disciple Spirit: Pierce Gauntlet


A Mage 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 Mage at risk of
whatever lives in the Umbra, so is not something to be done lightly. The Umbral Mage
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 Mage 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, Mages can make Umbral copies of
Matter of Forces patterns. The Mage has taken a great step into a larger – and more
dangerous – magical world.

Adept Spirit: Rend and Repair Gauntlet, Bind Spirits


The Mage can now open his spirit gates for others, tearing a hole in the Gauntlet to pass
through. The Mage 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 Mage 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 Mage can even see the Avatars of others, seeing the powerful spirit
energies infused in Awakened Mages, 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 Mage 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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