Telgard Tribune Help and FAQ Links Credits Fan Art Legends and Histories Guilds and Organizations Magic Religions of Telgard Races of Telgard Create a Character Travel, Roads, Maps Astrology, Meteorology, and Calendars Kingdoms of Telgard Equipment Advantages and Disadvantages Skills Rules
You may navigate by using the bar above, or go directly to the game forums here.

 ¤ Overview
 ¤ Paradigm 
 ¤ Resonance and Surges

TALENTS:

 Mentalism:
 ¤ Animism
 ¤ Transferance
 ¤ Sentient
 ¤ Spirit

 Sorcery:
 ¤ Alchemy
 ¤ Elemental
 ¤ Force
 ¤ Form
 ¤ Time

 ¤ Templates

 

 

 

 

 

 

 

 

Spirit magic is quite possibly the most dangerous talent to a mage; spirits are often highly intelligent in their own right, but communication with them is not at all similar to communicating mentally with a ss'tiss or an elf. Because communication with a spirit involves opening oneself to a spirit, that leaves one vulnerable to possession should a spirit choose to do so. The mage must then engage in a contest of wills to retain control of his body.

There are many kinds of spirits; most common are ghosts and nature-spirits. Most nature spirits (including elementals) are either incapable or don't want to possess a mage, and so these are the kind most favoured for communication. Ghosts, however, can and frequently do possess humanoids that are vulnerable, and so a mage serving as a medium must be prepared to struggle to evict her 'guest.'

There are other spirits, ranging in power from lost souls to gods, and each mage is well advised not to try to contact something more powerful than them if they have no assurance of protection. The ability of a mage to control a spirit or protect himself from one often depends on the spirit's power; there is no protection or defense from a god, for instance.

Spirit magic is awakened usually by beginning to be able to percieve the spirit world; whether ghostlike whispering, or seeing a wraithlike form hang from a gallows, or feeling the touch of an air-sprite. While such perceptions are generally passive, once they begin to percieve these beings they become much more vulnerable to possession, which if it happens before they train their gift is almost always...permanent.

Mages with this talent who must use a focus will have to find or make something representing the spirit they are trying to contact, or use something general such as burning incense or a mist as a focus.

 

LEVELS OF ADVANCEMENT:

None: The mage may begin to perceive spirits, and this almost always causes an awakening. Until they receive training, they will be vulnerable.

Apprentice: The mage learns to sense the presence and emotions/intentions of spirits in the vicinity.

Journeyman: The mage learns spirit-speak and may communicate mentally with a spirit; in addition, they learn how to fend off spiritual attacks. Note that communication with a spirit still leaves them somewhat open; this protection is against other attacks where they did not seek contact with the spirit in question. A mage who can communicate with a spirit may convince it to do something, but cannot force it.

Mage: The mage can begin to call for a spirit's aid--even if the spirit is not present or not on this plane--though such services often require a price. The master's protection against spiritual attacks increase; he can extend the same kind of protections he had before for other people, and his own protection (including when he seeks contact with a spirit) increases such that most common spirits pose no threat to them; he may allow himself to be possessed and his sense of self will be preserved, and he may equally cast them out of himself. Such a mage is commonly called a medium.

Adept: The master can command a spirit's aid; he can prevent possession (even through solicited contact with a spirit) in another or even exorcise someone already possessed (such a mage is often called an exorcist.)


LOST ABILITIES: It is said that mages once had ability to forge spirits out of the aether; creatures with spirits can be reborn or reincarnated when they die, or alternatively continue on as ghosts or at the right hand of their deity.

 

 

No content may be reproduced without written permission. All contents are copyright 2001 Telgard RPG, all rights reserved.
Email the Webmaster with questions or comments.