Spirit Spells

Dream Sanctuary
You protect a person’s dream from unwanted nightmares or entry of their dreamscape.
(Primary action: Spell (Cantrip); Dream Hex; Cost: 1 stamina) Choose an amount of targets equal to 1/2 your spellcraft skill. For 24 hours, their dreams cannot unwillingly be invaded and they cannot have nightmares. They have complete control of their dreams.
Induce Nightmare
(Primary action: Spell (10): Dream Illusion Fear Mind-control Hex; Cost: 1 mana) Choose a target within line-of-sight. For the rest of the duration of a targets normal sleep, they have a disturbing nightmare with content of your choice. They will only achieve rest during sleep at half the normal rate.
If you select a victim who is awake, you may attempt to have them hallucinate a nightmare. Force a spellcraft vs willpower contest. If they fail, you get to project illusions in their mind, just as you would if they were asleep. They take a penalty to all mental rolls and scores (Cha, Kno, and Int) equal to the amount of their loss. If you project these illusions, force a spellcraft vs intuition contest. If they fail, they are convinced that these illusions are real.
Mastery I
Nightmare Trap
For 1 stamina, after inducing a nightmare on a sleeping target, this target is trapped in this nightmare for a minimum of 1d4 hours or until touched or dealt damage.
Exorcism
(Primary action: Spell (Contest); Spirit; Cost: 1 stamina) Choose one target possessed by or containing a non-native spirit within line-of-sight. Force a spellcraft vs willpower contest against this non-native spirit. Upon a success, this spirit is forced out from the target and cannot rejoin with it for 1d4 hours.
Mastery I
Mass Exorcism
When using exorcism, you may target a number of non-native spirits equal to your spellcraft skill.
Mastery II
Master Exorcist
Gain advantage to and a bonus to exorcism rolls equal to half your spellcraft skill.
Soul Rend
(Primary action: Spell (24); Spirit; Cost: 2 stamina) Choose a disembodied spirit target or non-native spirit target in a body within line-of-sight. Temporarily reduce this targets willpower skill by 1d4 points until the end of the encounter. If this targets willpower skill reaches zero or less, the spirit is destroyed.
Mastery I
Mass Soul Rend
When using soul rend you can select a number of different targets equal to your spellcraft skill.
Mastery II
Mastered Soul Rend
When using soul rend reduce the targets willpower skill by 1d8 with advantage instead of 1d4.
Soul Exchange
(Primary action: Spell (20); Spirit Mind-control Possession Hex; Cost: 3 stamina) Choose a willing living target within line-of-sight. You transfer your mind and spirit into their body and vice-versa for 1d4 hours. You temporarily use the new bodys fit and dex stats as your own while in the body, along with any physical traits and perks. That target gets control of your body while you use its body. You can return the spirits back to their original bodies as a free action at any time.
Mastery I
Extended Duration
You may increase the maximum duration of soul exchange by an additional 1d4 hours with advantage to the duration roll.
Mastery II
Unwilling Exchange
When choosing a target for soul exchange, this target does not have to be willing. If they are unwilling, you must succeed in a spellcraft vs willpower contest with double disadvantage.
Spirit Sense
(Permanent Magical Sense) You get the opportunity of detecting anything with a soul, including animals, within 2x your perception skill in meters, using your perception skill + 1/2 spellcraft skill to detect them. Since you are detecting the spirit, it does not matter if the target is able to be sensed by any other method.
You may also automatically detect the location of death of an individual with a soul, if their death was within your perception skill in years.
Possession
(Primary action: Spell (15); Spirit Possession; Touch; Cost: 1 stamina) Choose a touched target. You transfer your soul into this target and may attempt to forcibly decide this targets actions. Make a spellcraft or willpower vs willpower contest with this target if they choose to resist your control. Upon a success, you control this target for the turn. Upon a failure, you do not. After 2 failures, you are ejected from this body.
Mastery I
Possession Mastery
You have advantage when making possession contest rolls.
Spirit Armor
(Primary action: Spell (15); Spirit Barrier Hex; Cost: 1 mana) Choose yourself or another target within your line of sight. The target gains damage resistance to physical and elemental damage equal to 1/2 your willpower skill until the end of the encounter. They also gain a bonus to spirit related contest rolls equal to 1/2 your willpower skill.
Mastery I
Mastered Spirit Armor
When using spirit armor, temporarily increase your willpower skill by +2 until the end of the encounter.
Mastery II
Swift Spirit Armorer
You can now cast spirit armor as a secondary action.
Spiritual Healing
(Primary action: Spell (Cantrip); Spirit Heal; Cost: 1 mana) Choose one target within line-of-sight. Restore HP equal to your spellcraft + willpower skill. This also restores any lost willpower skill points to the target.
Mastery I
Spiritual Healing Aura
For an additional mana point, you may cast spiritual healing as an aura with a radius equal to your spellcraft skill in meters.
Mastery II
Fortified Spirit
After an ally is affected by spiritual healing they take 20% less damage from all sources and have advantage to resist pain and hexes until the beginning of your next turn.
Call Spirit
(Primary action: Spell (12); Spirit; Cost: 1 stamina) When using this spell, you may choose a single disembodied spirit or call all disembodied spirits within a radius equal to your spellcraft in kilometers. After casting this spell, the targeted spirit(s) are notified of your presence and may appear before you if they desire. If they are resistant, they must succeed in a willpower vs spellcraft contest to resist your call.
Materialize Spirit
(Primary action: Spell (20); Spirit; Cost: 2 stamina) Select a disembodied spirit within line-of-sight. This spirit is now solidified and susceptible to physical damage for 2d4 turns/minutes . The HP of this spirit is equal to 3x its willpower skill and strength equal to their willpower skill.
Banish Spirit
You overpower a spirit with a surge of willpower and mana, driving them out of the area and sending them far away.
(Command action: Spell (20); Spirit Teleportation Hex; Cost: 4 stamina) Select a disembodied spirit within line-of-sight. Force a contest of your spellcraft vs their willpower (with advantage) contest. Upon a victory, the targeted spirit is teleported randomly to a location equal to your willpower skill x1d20 (with advantage) kilometers away.
Bind Soul
You force a spirit to possess an object or other soulless vessel. Masters of this spell can use this to control possessed weapons or imprison the souls of their enemies.
(Primary action: Spell (24); Spirit Restraint Possession Hex; Cost: Select a spirit within line of sight. This can include you if you are in a disembodied spirit state. You attempt to bind that spirit to a soulless vessel of your choice within 1/2 of your spellcraft skill in meters. If this spirit chooses to resist being bound, they get a chance at a willpower (with advantage) vs your spellcraft contest . If they fail, or are willing, you succeed and the spirit is bound to this vessel until you free it (secondary action: Touch Spell), or it becomes exorcised. If the victim resists, they can attempt to escape (at a disadvantage) once per hour.
Mastery I
Animated Object
If the spirit is bound into an inanimate object, you can choose to make it an animated object. An animated object can move any mobile parts, such as jointed segments, controls, and switches can move them freely, and any animated item with no moving parts can fly at speed equal to 1/2 the spirits willpower skill. The vessel will have a strength skill equal to its willpower skill or regular strength skill (whichever is higher), but all other attribute and skill points will remain the same to that of the spirit possessing it.
Mastery I
Imprison Spirit
If you bind a resisting spirit into a vessel with a margin of success of 13 or greater (or a critical success), the spirit cannot escape unless it is exorcised by someone else.
Astral Projection
You shed your spirit from your body to let your true self wander freely.
(Secondary action: Spell (20); Spirit Trance; Cost: 1 stamina) Your spirit may leave your body and become a disembodied spirit. While disembodied, your body remains inactive and unresponsive until you re-enter it (secondary action). While in spirit form, you have a fitness skill equal to your willpower skill and HP equal to 3x your willpower skill. You are immune to all non-supernatural damage while you are a disembodied spirit, however if you die while in a spirit form, your soul is destroyed. You may still cast spells while you are within a spirit form. Your body becomes unresisting to possession when it is empty.
Mastery I
Restless Spirit
You may use this ability if knocked unconscious or sleeping.
Mastery II
Poltergeist
(Secondary action: Spirit Shapeshift; Disembodied Spirit; Cost: 3 stamina) You may interact with a physical target as if you were corporeal during your next action. Your strength skill while using poltergeist is equal to your willpower skill.
Mastery III
Spirit in the Sky
While you are astral projecting, you have flight with acceleration speed equal to 2x your willpower skill and a top speed equal to 4x your willpower skill.
Dreamwalk
You cross your spirit into the dreams of another. While in their dreamscape, you can delve deeply into it to gain a deeper connection with them or seek knowledge or secrets they’ve kept hidden away.
(Secondary action: Spell (Cantrip); Dream Trance; touch) You can insert yourself into the dream realm of any sleeping or unconscious victim. Your stats remain the same there, and you can exit at any time as a free action. You can either seek knowledge of the victim or seek to establish a connection with them. Seeking knowledge requires an intuition contest vs their willpower or bluff skill. If you succeed, then you may ask one simple question and they must answer honestly. If you seek a connection, it requires an intuition vs willpower contest. If you succeed, you gain a deeper understanding of them, and gain a permanent charisma bonus towards that victim equal to 1/2 your margin of victory (rounded up). You may only seek a connection with a dreaming victim once.
Bear Strength
(Secondary action: Spell (16); Animal Spirit Possession Trance Buff; Mana cost: 2 per round)
A ghostly glowing silhouette of a roaring bear surrounds and enters you or an ally, and grants a portion of its strength.
Select yourself or an ally within line of sight. Gain a temporary bonus to strength equal to your spellcraft skill until the beginning of your next turn. At the beginning of your next turn, you may choose to keep this spell active as a free action, but must still pay the stamina cost.
Mastery A
Bearzerker
When currently using Bear Strength, physical damage rolls made against you are at a disadvantage or reduced by 25% (your choice)
Mastery B
Overbearing
When using bear strength, gain a temporary bonus to intimidation equal to half your spellcraft skill.
Bull Rush
(Movement action: Spell (15); Animal Spirit Possession Shapeshift Piercing Charge; mana Cost: 2)
A ghostly glowing silhouette of a bull surrounds you as you charge headlong at an enemy. The ghostly bull can either slam the target back or inflict a bloody gore with its horn.
You sprint towards a single target within twice your speed skill in meters and attempt a piercing melee strike with damage equal your strength + spellcraft upon a hit. You may push the victim 1d4 meters in the direction of your sprint or inflict bleedout damage equal to half your spellcraft skill for 1d4 rounds (at the beginning of the victim’s turns).
Mastery A
Heavy Bull Rush
When using Bull Rush you may choose to inflict bonus damage to the initial charge strike equal to your spellcraft skill for an additional stamina point. Gain advantage on the distance you push your victim.
Mastery B
Bloody Bull Rush
When dealing bleedout damage from bull rush, you may inflict your full spellcraft skill instead of 1/2 for an additional stamina point.
Spectral Claws & Jaws
You channel the power of a primal feral beast spirit. It’s razor sharp teeth and claws appear over your features.
(Secondary action: Spell (15) Animal Spirit Possession Shapeshift Buff; Cost: 1 mana) Increase your unarmed attacks equal to your melee + 1/2 spellcraft skill. Change the damage type to piercing or slashing.
Pseudo Soul
You focus your spiritual energy and siphon it into a separate temporary spirit. While short in lifespan, not very strong, and typically devoid of much personality, they come in handy when you need something possessed in a pinch.
(Secondary action: Spell (22); Spirit Conjuration; Cost: 2 mana) You conjure a spirit with attributes and skills equal to 1/3 your willpower skill that lasts for 1d4 hours.
Mastery I
Dying Embers Burn Brightly
The strength skill of this pseudo soul becomes equal to 1.5x your willpower skill while it is possessing a vessel. It has a disadvantage to duration of its lifespan.
Mastery II
Twin Souls
You may now have two pseudo souls active at a time. For an additional mana point, you may conjure two pseudo souls instead of 1 when performing this spell.
Summon Spirit Animal
Ever faithful, your spirit ally always heeds your call. Even if its soul is destroyed, the bond you shared still lingers and finds its way back to you in the form of another.
(Command action: Spell (cantrip); Spirit Animal Ally Teleportation; Cost: 1 mana) You teleport your spirit animal to anywhere within your spellcraft skill in meters of you, regardless of how far away they are. If you use this spell, and your spirit animal was destroyed, you gain a new spirit animal ally in 24 hours.

Spirit Spells

Remnants of a Slain God harbadger