Spirit Arcana

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Spirit Sight -
Spirit Sight Mp Cost: 4+ (5+)
Difficulty: 11 (12)
Requirements: Spirit Arcana (Novice)
Spell Type: Utility Cast: Major Action
Test: None
You can see spirits within your normal sight range. You also can track an object you have put a blood mark on or a living creature whose blood you have a sample of. You can get a sample of blood from any weapon that has damaged the target in combat. When you first cast the spell, you will know if the target is within a mile of you and if so, what direction. This lasts for 10 minutes and you can keep it active for 2 MP per further 10 minutes.This acts like a beacon but the spell has no intelligence behind it. It can’t tell you how to navigate a maze to find the target, for example—only that the target is “that way.”
 … Continue reading Spirit Sight
Bloodmark -
Bloodmark Mp Cost: 3 (4)
Difficulty: 9 (11)
Requirements: Spirit Arcana (Novice)
Spell Type: Utility Cast: 1 minute
Test: None
You inscribe an object or creature with an arcane mark with a piece of your spirit that remains until you dismiss it (a free action). It requires a drop of your blood, although the mark itself is invisible to the naked eye. You can maintain a number of blood marks equal to your Willpower at any one time. You know the direction of all marks you have active, but not the distance, but once an object has a bloodmark on it, you can track it with the Spirit Sight spell.
 … Continue reading Bloodmark
Inner Might -
Inner Might Mp Cost: 5 (7)
Difficulty: 12 (15)
Requirements: Spirit Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: None
Your arcane power unlocks the inner spirits of a number of targets equal to your Willpower. They must be within 6 yards of you when the spell is cast but may then move freely and still enjoy its effects. Until the end of the encounter, those enhanced with Inner Might gain a +1 bonus to damage when making melee and ranged attacks. You can designate yourself as one of the targets.
 … Continue reading Inner Might
Regrowth -
Regrowth Mp Cost: 3 (5)
Difficulty: 10 (13)
Requirements: Spirit Arcana (Novice)
Spell Type: Utility Cast: Major Action
Test: None
You infuse wood with a burst of life-force. This causes a piece of dead wood to temporarily return to life, sprouting branches, roots, and even leaves. It twists and warps wooden objects like furniture, doors, chests, or even weapons or shields, making them unusable. Used on a seed, it matures into a hearty sapling in an instant, while a mature tree enjoys a year’s growth, immediately giving forth fruit or seeds as appropriate.
 … Continue reading Regrowth
Ensnaring Roots -
Ensnaring Roots Mp Cost: 8 (11)
Difficulty: 10 (13)
Requirements: Spirit Arcana (Journeyman)
Spell Type: Attack Cast: Major Action
Test: Dexterity (Acrobatics) vs. Spellpower
Tough, gnarled roots spring up from the ground to grab and entangle targets in a 4 yard by 4 yard area within 20 yards of you that you designate. Those affected must make a Dexterity (Acrobatics) test against your Spellpower. Failure means the target is trapped and rooted to that spot for the duration of the encounter (though they can fire ranged weapons, cast spells, and take other actions that do not involve moving). Trapped targets can make a Strength (Might) check against your Spellpower as a major action to tear free of the ensnaring roots. Anyone moving through the area affected by the spell has a –5 penalty to speed.
 … Continue reading Ensnaring Roots
Hero’s Spirit -
Hero's Spirit Mp Cost: 8 (12)
Difficulty: 14 (15)
Requirements: Spirit Arcana (Master)
Spell Type: Enhacement Cast: Major Action
Test: None
You bolster yourself and nearby allies with arcane power. You and your allies within 10 yards of you get +1 SP when generating stunt points. Hero’s Spirit lasts until the end of the encounter.
 … Continue reading Hero’s Spirit
Life Tap -
Life Tap Mp Cost: 1 (4)
Difficulty: 14 (15)
Requirements: Spirit Arcana (Master)
Spell Type: Enhacement Cast: Minor Action
Test: None
You take 3d6 penetrating damage and generate the same amount of MP to fuel the next spell cast. This loss of hp can’t be healed by magical means. The generated MP are all burned after the spell is cast, even if the cost of the spell is less than what was generated. (Use the dice results from the casting roll to calculate the damage and MP you get from this spell)
 … Continue reading Life Tap
Ensoul -
Ensoul Mp Cost: 15 (20)
Difficulty: 18 (22)
Requirements: Spirit Arcana (Master)
Spell Type: Utility Cast: 1 minute
Test: None
You imbue an inanimate object or element with a fabricated temporary spirit, animating it. This spirit remains animating the object until you recover the mana expended on this spell. When you rest or regain mana, you may choose to not regain the mana spent on this spell to keep it active. Go the spell page for the statistics of ensouled targets
Continue reading Ensoul
Gather Power -
Gather Power Mp Cost: 4 (6)
Difficulty: 13 (15)
Requirements: Energy Arcana (Journeyman), Spirit Arcana (Journeyman)
Spell Type: Utility Cast: 10 minute
Test: None

You channel the energies around you, tapping into the natural surrounding leylines and converting them into useful mana, absorbing the surrounding. After 10 minutes of deep concentration you regain 3d6+willpower mana points.

Continue reading Gather Power
Generous Soul -
Generous Soul Mp Cost: 4 (6)
Difficulty: 11 (14)
Requirements: Spirit Arcana (Novice), Water Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: None
You can lend a piece of your soul to a willing living target, giving the strength of a specific part of your body to them. You can also weaken a part of yourself to strengthen another one.  You can take a penalty up to your willpower to one of the following abilities: Constitution, Dexterity, Perception or Strength, and you give the same bonus to the same ability to the target. If you use it on yourself, you can take the same penalty to one ability, and gain the bonus to another one.
Continue reading Generous Soul
Soulfire -
Soulfire Mp Cost: 6 (8)
Difficulty: 14 (16)
Requirements: Fire Arcana (Journeyman), Spirit Arcana (Journeyman)
Spell Type: Attack Cast: Major Action
Test: Willpower (Self-discipline) vs Spellpower

Gold and green flames instantly erupt from your target burning their very soul. The target takes 2d6+Willpower penetrating damage. Then, both you and your target must make a Willpower (self discipline) test vs Spellpower, the ones who fail take an additional 1d6 penetrating damage each turn, for a number of turns equal to the result of the stunt die.

Continue reading Soulfire