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Calisenthe

Started by Acrimone, August 12, 2008, 03:41:41 PM

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Acrimone

Sparkletwist,

First, thank you!  You're clearly well on your way to a Calisenthe Review badge, for what that's worth.  (I hear that one of those and a dime will get you a phone call circa 1950.)

I'm just going to address the easy stuff right now, because, frankly, most of the stuff you say is dead-on-balls-accurate (it's an industry term) and is best responded to by changing things in the wiki.

Summarization: This is interesting, because I more or less figured that the information on, say, the Inhabitants page, was a brief summary.  Clearly I'm missing something important here, and need to think about ways to make things more accessible, so you are of course right about this.  I'll start by implementing your suggestions, and seeing where that takes me.

Wikification: I plan to do this... but it's a work in progress.  Right now if I did that, all you'd get are dozens upon dozens of empty links pointing to empty pages.  You are right, here, though, as well.   Also in the queue.

Quote from: sparkletwistOoh, yet another setting that, right off, has some features that I will naturally have some bias toward liking because they are things that I myself have featured: active gods, a mostly-human racial composition, and such things. On the other hand, the world construction seems rather "standard D&D-ish"-- somewhat ironic since you're not using D&D as a system, I know-- which causes me to barely be able to stifle my yawning. Still, the promise of many nations and factions all in play just might almost make up for it, so let's dive in...

You are clearly paying attention: It really *is* a standard D&D world when you get right down to it, but built to my specifications.  I didn't want anything new, really, just better-prepared and more tailored to my gaming interests.  I use Rolemaster not to escape the traditional fantasy RPG experience, but simply to make it better (from my point of view, of course).

Quote from: sparkletwistHowever, I think that the Wizard's College is a bit monolithic. You allow this much diversity, yet, a single institution controls it all anyway?

Well, they certainly try, anyway.  Sometimes things get away from them.  And there's plenty of room in the campaign world for small cabals of secret magic users, hiding their talents and working on things outside of the College's watchful gaze.  (See, e.g., The Scholastic Society of Kapalturin)

The rarity and salience of magic makes their job a little easier, although the Valadim have been telling the College where to stick it off and on, and the Valdetha have a pretty free reign.

The college's job is made much, much easier by the fact that it's really, really hard to just have a "wild" or "natural" magical talent.

But, yes, you're point is taken.  It is monolithic.  They don't surpress diversity, though, they simply expand the scope of their monopoly to encompass any new things that come along.

Quote from: sparkletwistOn the Economics page, I noticed that you value platinum higher than gold. Vanilla D&D does this too. I will say only that platnium wasn't even known to Europeans during the time that inspires the "typical medieval fantasy world" and the concept of platinum having a higher value than gold is even newer than that. I realize that fantasy doesn't have to align with real history, but this is just something that always struck me as strange and out of place.

Guilty as charged.  See earlier comments re: "is supposed to be a standard D&D world."

Thank you so much for your comments... I hope that the experience wasn't too terribly painful or tedious, and look forward to further thoughts! :)
"All things excellent are as difficult as they are rare."
Visit my world, Calisenthe, on the wiki!

Steerpike

I ws reading through your Warfare section and noticed in the Ashani subsection that you make a prominent distinction between "combat" and "war."  Is this distinction essentially one between personal (i.e one-on-one) combat or dueling and pitched battle/formation-fighting?

Acrimone

"All things excellent are as difficult as they are rare."
Visit my world, Calisenthe, on the wiki!

Acrimone

Quick update:  I've been working on the wiki today (after a long absence).  I posted the race pages for the Valdetha and the Cellefari, and added a small section on Cellefari to the "Technology" page.

More Update: I added a small blurb on magical theory to the "Magic" page.  It's in the Essence Section, in the subsection on "Essence Professions and the Schools of Magic".  Lots of technical stuff about passive and active application of energies and the history of the schools of magic.

Retro-Update: A day or two ago I added the full text of Xavallin's Abbreviated ''Irnaciln'' to the wiki, along with some notes about the history of the holy text.  It's on the page titled "Irnaciln", though there is a link to it from the Religion page.
"All things excellent are as difficult as they are rare."
Visit my world, Calisenthe, on the wiki!

Acrimone

Final update for today: added the DivSet badge to the main Calisenthe page.  After reading about Theme Wars, I think it probably is the best fit.
"All things excellent are as difficult as they are rare."
Visit my world, Calisenthe, on the wiki!

LordVreeg

Divset rocks...Of course, so does Conset...but us Divsets are few and far...
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Matt Larkin (author)

Quote from: Lord VreegDivset rocks...Of course, so does Conset...but us Divsets are few and far...

I think there are lot of DivSet campaigns out there--almost every game I've ever played in. It's just when posting on these forums, we're more likely to post ConSet for various reasons (among them it's easier to express the setting coherently).
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Acrimone

Sparkletwist's recent comments on the wiki, combined with his earlier comments, qualify him for a Calisenthe badge!  Hail the conquering heroes and all that, and please accept my thanks for your wading through my walls-o-text.
"All things excellent are as difficult as they are rare."
Visit my world, Calisenthe, on the wiki!

Acrimone

Just a quick update on tonight's wiki work: I've written out some custom rules for Spirit Magic that one of my players had been asking for.  The main page is here: http://www.thecbg.org/wiki/index.php?title=Spirit_Magic_(Calisenthe)

Two secondary pages are also up, linked from the main page, dealing with Animal Spirits - http://www.thecbg.org/wiki/index.php?title=Animal_Spirits_(Calisenthe) - and Material Corruption - http://www.thecbg.org/wiki/index.php?title=Material_Corruption_(Calisenthe) .

These pages are a little "crunchier" than most of my Calisenthe stuff to date, and if you have no experience with Rolemaster, some of the terminology might be a bit meaningless.  Nevertheless, I don't think it's a great obstacle to enjoying the pages and I submit them for your enjoyment and criticism.

ALSO: A page on Dragons is done - http://www.thecbg.org/wiki/index.php?title=Dragon_(Calisenthe) .
"All things excellent are as difficult as they are rare."
Visit my world, Calisenthe, on the wiki!

Acrimone

The Calendar page is up ( http://www.thecbg.org/wiki/index.php?title=Calendar_(Calisenthe) ), although there are still a few sections that aren't quite finished dealing with the non-Imperial holidays. Just too much typing for now.
"All things excellent are as difficult as they are rare."
Visit my world, Calisenthe, on the wiki!

Acrimone

For those of you interested in the Spirit Magic pages that I put up earlier, I thought I'd include the Spell Lists I created for the Shochan and Balkii Shaman that deal with Spirits... I didn't feel like putting them in wiki code and couldn't really figure out where they'd go anyway.  Maybe at some point I'll make more crunch-oriented wiki pages that detail all the classes and so forth with pages for the spell lists, etc.  But not today.  Anyway, here they are:


[spoiler=Spirit Summoning]
Spirit Mastery
[/color]

'¢ This spell list replaces Spirit Summoning from RMC2, page 67.

'¢ All summoning spells on this list summon a spirit into the normal world (and in the vicinity of the Shaman).  The summoned spirit will be unable to act against the Shaman directly for 3 rounds, but is free to do as it will after that time.

'¢ Summoning spells do not require the spirit to do anything at all except refrain from attacking the caster.  No communication or service is required of the spirit.

'¢ Most spirits who are not controlled or otherwise affected in some way will simply return to the spirit world, finding the normal world incredibly uncomfortable.

'¢ The summoning spells on this list have no duration: they are effective when cast and have no lasting effects beyond the 3-round enforced docility.
 
1 '" Totemic Familiar: The casting of this spell is the initiation rite of Shochan Shamans.  The casting time on this spell is 12 hours, during which the caster must chant continuously, neither eating nor drinking.  It is traditional for the caster to have drunk poppy syrup and to inhale smoke from burning hallucinogens when casting this spell.  The first time this spell is cast, the caster will receive a totemic familiar, almost always an animal familiar.  (Rare Shamans of Elemental or Natural spirits have been heard of in stories.)  The spirit chooses the Shaman, not the other way around, and that species of animal becomes that Shaman's totem permanently.  This spell has the following effects:
'¢ The caster gains a familiar, as the various Collegiate Familiar spells.  The caster can communicate with the familiar, perceive through its senses, and the familiar will obey all of the Shaman's commands without question.
'¢ The caster gains Totemic Affinity with that species of animal for all the Affinity-based spells on this list.
'¢ The caster gains a permanent +25 on any rolls involving the totemic species, including spell rolls, animal skills, etc.
This spell cannot be cast again (i.e., it will have no effect) unless the caster's familiar has died.  The familiar animal will be weak at first (0 level) and will grow in strength with the Shaman, always trailing 1 level behind the Shaman.  This advancement will not affect its physical statistics, however.

2 '" Summon Animal Spirit I:  This spell allows the caster to summon a first level animal spirit of the caster's choice.

3 '"Summon Human Spirit I:  This spell allows the caster to summon a first level human spirit.  A particular spirit can be selected.  If the spirit is unwilling, it receives a RR against the Shaman's level.  The following cumulative modifiers apply:
'¢ The Shaman possesses at least a piece of the spirit's mortal remains: -30
'¢ The Shaman possesses a piece of property that belonged/belongs to the spirit: -10
'¢ The Shaman possesses the spirit's true name: -20
'¢ The Spirit is the spirit of someone still living: +40
'¢ The Shaman is at the location of the spirit's death (if any): -10
'¢ The Shaman is at the location of the spirit's birth: -5

4 '" Minor Affinity: This spell lasts 1 round per level of the caster.  The caster gains some minor power associated with his or her totemic animal.  This will typically give a modifier of +10 to certain types of rolls, at the GM's discretion.

5 '" Summon Animal Spirit III:  As Summon Animal Spirit I, above, but up to three levels of animal spirits can be summoned (i.e., 3 1st  level spirits, 1 3rd level spirit, or a 1st and a 2nd).

6 '" Summon Human Spirit III:  As Summon Human Spirit I, above, but up to three levels of human spirits can be summoned (i.e., 3 1st  level spirits, 1 3rd level spirit, or a 1st and a 2nd).

7 '" Fleeting Affinity Bond:  This spell takes 1 hour to cast.   The caster must sacrifice an animal of the desired species.  The caster gains Affinity for the desired species for 24 hours.

8 '" Summon Lesser Spirit V:  As Summon Animal Spirit III, above, but up to five levels of either Human or Animal spirits can be summoned.  The spirits must all be of the same type (i.e., human or animal).

9 '" Summon Greater Spirit V: As Summon Animal Spirit V, above, but the Shaman may summon Elemental and/or non-animal Natural spirits.  Note that most coherent Elemental, Tree, and Geographic spirits will be at least fifth level, so this is usually going to be a single-spirit spell.  Tree and Geographic spirits will only respond in the vicinity of their grounding (i.e., to summon the spirit of a pine tree, you have to be at the pine tree, and to summon a Valley spirit, you have to be in or at the lip of the valley).  Elemental Spirits will only respond if their element is nearby.  (Wind spirits will only show up where there is wind; Rain spirits where there is fog or precipitation; etc.)

10 '" Lesser Affinity:  As Minor Affinity, above, but the caster gains a lesser power associated with his or her totemic animal.  Bonuses will typically be +15.  This spell lasts for 1 hour per level of the caster.

11 '" Summon Lesser Spirit VIII:  As Summon Lesser Spirit V, above, but up to eight levels of either Human or Animal spirits can be summoned.

12 '" Summon Greater Spirit VIII:  As Summon Greater Spirit V, above, but up to eight levels of spirits can be summoned.

13 '" Summon Archetypical Spirit VIII:  As Summon Greater Spirit V, above, but up to eight levels of Archetypical Spirits can be summoned.  Note that most coherent Archetypical spirits will be at least 6th level.

14 '" Greater Affinity Bond:  As Fleeting Affinity Bond, above, but the caster may bond with potentially any type of spirit.  Animals must still be sacrificed, but for other spirits, an appropriate substitute can be made.  (E.g., for tree spirits the caster may burn logs from a tree, inhaling the smoke; for a wind spirit, the caster may stand naked against the wind.)  Not all types of spirits will be available for every casting: one cannot gain a wind affinity if there is no wind around.  The bond will last for 1 week.

15 '" Greater Affinity: As Lesser Affinity, above, but the caster gains a greater power associated with his or her totemic animal.   Bonuses will typically be +25 or higher.

16 '" Spirit Summoning X:  The Shaman may summon any spirit, up to 10 levels worth.

17 '" Spirit Portal:  The Spirit opens a safe portal to the Spirit World.  The duration of this spell is 1 round per level of the Shaman.  If this spell is active, the Shaman receives the following bonuses:
'¢ Spirits are at -10 to resist summoning
'¢ Spirits do not suffer Material Corruption simply from being summoned.

18 '" Spirit Summoning XV:  As Spirit Summoning X, above, but fifteen levels may be summoned.

19 '" Prime Affinity:  This spell needs only be cast once, and takes a week to cast.  Its casting is traditionally the mark of a master Shaman among the Shochan people, one worthy of leading large tribes, or whole clans.  Once completed, this spell allows the caster to cast multiple Totemic Familiar spells.  A caster can never have more familiars or permanent affinities than their level divided by 6 (rounded up).

20 '" Spirit Summoning XX:  As Spirit Summoning X, above, but twenty levels of spirit may be summoned.

25 '" Blessing of the Totem:  This spell combines Greater Affinity Bond and Greater Affinity, and allows the caster to bestow the blessings of the appropriate spirit onto another, although the caster can choose himself as the target, if he wishes.  (Note that it is cheaper to cast the two lower level spells: 87 pts vs. 125 pts.)  All of the requirements of Greater Affinity Bond are still in effect for this spell.

25 '" Spirit Summoning XXV:  As Spirit Summoning X, above, but twenty-five levels of spirits may be summoned.

30 '" Spirit Warrior:  This spell takes 12 hours to cast.  It functions similarly to Blessing of the Totem, above, but the effect is permanent.  A given individual can never have more than one Spirit Warrior spell active at any one time.

30 '" Summon World Spirit:  The caster may summon the World Spirit, a 100th level spirit.  It is unlikely that the world spirit can be bound or controlled, but neither is the World Spirit a particularly hostile spirit.  The World Spirit is not required to do anything for 3 rounds if it doesn't feel like it.  This spell takes 1 week to cast, during which time the caster may not sleep, eat, or drink anything except water from a natural location (spring, river, lake, puddle, etc.).
[/spoiler]

[spoiler=Totemic Bindings]
Totemic Bindings
[/color]

1 '" Prime Object: This spell prepares an object to receive a bound spirit.  The casting time is variable: for every 30 minutes spent in preparation, the item may hold 1 level worth of spirit.  It thus takes 3 and a half hours to prepare an item to hold a seventh level spirit.  The caster may not be interrupted while he is casting this spell, or the effect is lost.  The total number of levels prepared needs to be announced prior to the beginning of casting.  Priming will last for 1 day per level of the caster before fading.  Priming does not fade if a spirit is bound into the object.

2 '" Totemic Binding I:  This spell binds a single summoned spirit to an object, permanently.  Note that 'permanently' in this case means that the spell has no duration.  The spirit may still have its own duration, and may need periodic healing and restoration.  One level of spirit may be bound with this spell.  This does not count against the Shaman's normal limit of bound spirits.

3 '" Minor Oracle:  This spell can be cast on dice, cards, bones, a series of pebbles, or even a cup of water.  The spell forces a minor spirit of knowledge into the item, rendering the item sublimely fit for reading auguries and portents.  This spell lasts 10 minutes per level of the caster, and using the items gives a +50 to any divination rolls, and allows access to much more particularized information.

4 '" Totemic Binding III: As Totemic Binding I, but up to a third level spirit can be bound.

5 '" Exigent Binding III:  This instant-cast spell allows the caster to place any one of his or her normally bound spirits, up to level 3, into an item he or she is touching immediately.  The spirit will imbue the item for 1 round per 3 levels of the caster (round down), at which point the spirit will leave the object.  This spell forces a spirit to make an immediate RR vs. material corruption.

6 '" Minor Spirit Cleanse:  This spell will (after affording a RR) remove any spirits levels I-V from an object.  The caster must touch the object for the duration of casting.  Spirits get a RR.

7 '" Mood Stone:  This spell allows the caster to force an emotive spirit into a stone (marble-size or larger, no larger than a hockey puck).  The stone will affect the emotional temperament of whomever carries it, affecting judgment and reactions.  While certain emotive spirits may grant minor bonuses to RRs and other checks (i.e., a spirit of courage in the face of supernatural fear) no bonus with this spell may exceed +5.  This spell lasts for 1 day per level of the caster, at which time the spirit fades.

8 '" Totemic Binding V:  As Totemic Binding I, but up to a fifth level spirit.

9 '"Exigent Binding V:  As Totemic Binding, but may exigently bind a spirit of up to 5th level.

10 '" Soulstone: This spell is cast on a perfectly smooth stone that has been prepared with Prime Object to receive a spirit of level equal to the caster.  If the stone is on the caster's person when he or she is killed, his or her spirit will enter the stone (this works even in the face of Soul Destruction-type spells).   Once in the stone, the caster will be aware of all spirits within a 25-foot radius of the stone.  The caster will have access to all of his or her spells up to10th level.  The caster will remain in the stone for 1 day per level, at which point the caster's soul will perish.

11 '" Major Spirit Cleansing:  As Minor Spirit Cleansing, but it may remove any spirits up to level X.  (Spirits get a RR)

12 '" Totemic Maintenance:  When cast on an item-bound spirit, this spell completely heals and purifies (restores levels to) the spirit from effects caused by totemic binding.  This spell is typically required once every week or month for item-bound spirits.  (See Spirit Addendum)

13 '" Lesser Elemental Weapon: This instant-cast spell temporarily binds spirits of all the elements '" wind, rain, earth, and fire '" into a weapon.  The weapon gains the following properties while the spell is active: +2 initiative, x1.5 concussion hits, +5 DB for bearer, and the ability to hit any creature only affected by magical weapons.  This spell lasts for 1 round per level of the caster.

14 '" Totemic Binding X:  As Totemic Binding I, but up to 10th level.

15 '" Exigent Binding True:  The caster may Exigently bind any of his bound spirits.

16 '" Major Oracle:  As Minor Oracle, but no divination roll is needed.  The caster will simply receive fortunes from the objects in question.  The messages may be metaphorical or obscure, but their accuracy will be beyond question.

17 '" Greater Totem Priming:  As Prime Object, but the spell takes an hour to cast, prepares an object to hold any spirit or spirits, and the effect is permanent.

18 '" Totemic Binding XV:  As Totemic Binding I, but a spirit of up to 15th level may be bound.

19 '" Greater Elemental Weapon:  As Lesser Elemental Weapon, but the weapon gains +4 initiative, does double concussion hits, grants the bearer +20DB, and increases critical severity by one level.

20 '" Greater Soulstone: As Soulstone, above, but caster's awareness is 100'; caster has access to all of his spells.  The caster will remain in the stone for one year per level.

25 '" Totemic Binding XX:  As Totemic Binding I, but up to a 20th level spirit may be bound.

25 '" Spirit Cleansing True:  As Minor Spirit Cleansing, but this spell removes all spirits from an object (subject to RR).

25 '" Elemental Armor: This spell imbues the caster's leather armor (and only leather armor) with Elemental Power.  The caster becomes Armor Type 4, gains a +40 DB, a +20 RR versus all magic, and may ignore up to a total of 10 levels of stun.  This spell lasts 1 round per level of the caster.

30 '" Totemic Binding True:  As Totemic Binding I, but any spirit may be bound.

30 '" Pure Infusion:  If cast at the same time as an appropriate 'Prime Object' spell, this spell will sanctify an object such that the Totemically Bound spirit does not suffer ill-effects from being bound to the object.  In effect, this makes the spirit's residence in the object permanent and abrogates the need for regular maintenance.
[/spoiler]

[spoiler=Spirit Mastery]
Spirit Mastery
[/color]

'¢ This spell list replaces Spirit Mastery from RMC2, page 68.

'¢ Communication with spirits via the Converse spells on this list do not guarantee verbal communication.  Many if not most spirits communicate through projected images and emotions.

'¢ Spirits bound to the caster through the various Binding spells will serve the caster to the best of their abilities.  They will not attack the caster, but may indirectly work against his interests if they are ill-treated or if the caster is substantially at odds with their prevailing ethos (if any).

'¢ If a bound spirit is released, it remains in the normal world for 5 rounds.  During these five rounds, the spirit is free to do whatever it will.

'¢ Bound spirits are invisible, incorporeal, do not take up 'space', are unaffected by most mundane obstacles, and will travel 'with' the caster so long as they are bound.  Bound spirits do not sleep.  They only fade away.

'¢ All Converse spells on this list have a duration of 1 minute per level unless specified.

'¢ All Binding spells on this list have a range of 10 feet per level unless specified.

1 '" Spirit Sight: This instant-cast spell allows the Shaman to see spirits that are in the normal world.  It does not confer any special vision with respect to material objects: walls and cover will still block sight.  However, spirits glow slightly when viewed through spirit sight, so normal darkness is not usually an impairment.  This spell lasts 30 minutes per level of the caster.

2 '" Identify Spirit:  This spell allows the caster to identify any spirit he or she can perceive.  This identification will give the type (Elemental, Natural, Human, Archetypical), specific subtype (species of animal, dead vs. Shamanic Human, particular element, etc.), as well as Level of the spirit.  The caster will also be able to determine if the spirit is bound to anyone or anything, although he will not be able to tell to whom or to what.  The caster is also able to detect Material Corruption precisely.  There is no RR for this spell.

3 '"Converse I:  The caster may communicate with a 1st level spirit.

4 '" Spirit Binding I: The caster may bind a 1st level spirit to his service.  The spell is automatically successful if the spirit is willing (provided there is no spell failure).  Otherwise, the spirit receives a RR.  This spell is permanent, and will last until the caster releases the spirit, or the spirit fades away.  The spirit is also freed if the caster's spirit leaves the normal world.  A Shaman may never have more spirits bound to him than his level.  The total levels of bound spirits may never exceed the caster's IN + PR bonuses.

5 '" Compulsion of Truth:  This spell may be used to compel a spirit (bound or not) to answer questions truthfully, even if the spirit does not wish to do so.  The spirit receives a RR against this spell (vs. Caster's level).  The caster may ask 1 question for every 10 points of failure on the RR.  This spell forces the spirit to make a Material Corruption check at -10 against Level 5.

6 '" Converse III:  As Converse I, but any spirit up to 3rd level may be contacted.  

7 '" Spirit Binding III:  As Spirit Binding I, but any spirit up to 3rd level may be bound.

8 '"Converse V:  As Converse I, but any spirit up to 5th level may be contacted.  

9 '" Spirit Binding V: As Spirit Binding I, but any spirit up to 5th level may be bound.

10 '" Lesser Corruption Anchor:  When cast on a spirit in the normal world, this spell strips away much of the spirit's natural defense against the normal world, causing them to make a Material Corruption check immediately, and every ten minutes thereafter simply for being in the normal world.  The check is against level 8.  There is no Resistance Roll to this spell.  This is a fine way to get spirits to banish themselves in a hurry.

11 '" Spirit Banishing:  This spell forces a spirit to make a RR against the caster's level, or be banished back to the spirit world.  This spell is not effective against Undead.  (Undead are the actual souls of dead people and are in a great deal of pain, tending to be quite nasty as a result; dead spirits are more like 'echoes'.)

12 '" Converse VIII:  As Converse I, but any spirit up to 8th level may be contacted.  

13 '" Spirit Binding VIII:  As Spirit Binding I, but any spirit up to 8th level may be bound.

14 '" Shared Sight:  As Spirit Sight, above, but the caster may cast it on any creature.  Unwilling creatures receive a RR vs. the caster's level.

15 '"Spirit Sense:  This spell has a radius of 10 feet per level of the caster.  The caster immediately gains all the information provided by Identify Spirit, above, except that the knowledge is gained as to every spirit within the casting radius.  As with Identify Spirit, there is no Resistance Roll.

16 '" Converse XV:  As Converse I, but any spirit up to 15th level may be contacted.  

17 '" Spirit Binding XV:  As Spirit Binding I, but any spirit up to 15th level may be bound.

18 '" Greater Banishment:  As Spirit Banishing, above, but the caster may attempt to banish 1 spirit for every 4 levels he or she has attained.  (i.e., a 17th level Shaman can banish 4 spirits at once).  The spirits receive a -5 on their Resistance Roll.

19 '" Converse XX:  As Converse I, but any spirit up to 20th level may be contacted.  

20 '" Spirit Binding XX:  As Spirit Binding I, but any spirit up to 20th level may be bound.

25 '" Spirit Banishing True:  As Spirit Banishing, above, but the spell affects every spirit in a radius of 10 feet per level of the caster.

25 '" SpiritTongue:  This spell lasts 5 minutes per level of the caster.  The caster may converse with any spirits he or she can find.

25 '" Greater Corruption Anchor: As Lesser Corruption Anchor, above, but the check is against level 20, and must be made every minute.

25 '" Spirit Binding XXV: As Spirit Binding I, but any spirit up to 25th level may be bound.

30 '" Spirit Doom:  Target spirit must make a RR versus the Shaman's level, or be destroyed.

30 '" Spiritmaster:  As Spirit Binding XX, above, but any number of spirits of any level may be bound all at once, up to the Caster's maximum.
[/spoiler]

[spoiler=Spirit Healing]
Spirit Healing
[/color]
 
'¢ All spells on this list have a range of 10 feet unless listed otherwise.

'¢ All Purgation spells require that the caster engage in a 15 minute ritual in which the spirit is placed within an elaborate circle (or other geometric power structure) surrounded with small sources of flame.  If the target spirit is bound to the caster, the caster must be within the shape.

'¢ Unwilling targets (there should be very few) receive a RR against spells on this list unless they are bound to the caster through Spirit Binding, in which case no RR is possible.

1 '" Minor Stasis: This spell grants a spirit temporary immunity from the effects of Material Corruption, so that the next sunrise does not cause any loss or chance of loss of levels.  Additionally, until the next sunrise, the spirit will take no damage from its corruption.  This spell is cancelled if the spirit receives any additional corruption levels.

2 '" Lesser Restoration: Target spirit is healed of 3d10 hit points worth of damage.

3 '" Sanctification:  This spell is cast on the caster himself, and affects an area roughly twenty feet in radius, though the effect does not pass through walls or magical barriers.  Spirits forced to make RR's versus Material Corruption within this area receive a +15 on their roll.  In addition, spirits may make two RR's versus the Shaman's own spells.  This spell lasts ten minutes per level of the caster.

4 '" Lesser Spirit Strengthening:  Target spirit is restored of up to 2 levels lost to material corruption.

5 '" Purgation II:  Target spirit is purged of two levels of corruption.

6 '" Chamber of Safety:  This spell is cast on a room, or on a demarcated space such as a circle or clearing in which the caster is located.  Spirits may manifest themselves and communicate in this area without making any rolls for Material Corruption, though other sources will still cause Corruption.  This spell lasts until either the Shaman leaves the area or whenever a spirit receives a level of Material Corruption, whichever comes first.  This spell takes an hour to cast and requires an elaborate ritual.

7 '" Restoration:  Target spirit is healed of 8d10 hit points worth of damage.

8 '" Major Stasis:  As Minor Stasis, but the effect lasts for 1 sunrise per level of the caster.

9 '" Purgation III:  As Purgation I, but the target spirit is purged of up to three levels of corruption.

10 '" Greater Sanctification: As Sanctification, above, but the spell lasts thirty minutes per level of the caster, confers a +30 to all RR's, and spirits are immune to corruption effects from the Shaman's own spells.  (Note that this spell does not require a ritual, which is why it may be preferred in some situations to Chamber of Safety.)

11 '" Item Ward:  This spell is cast upon an item containing (or which will receive) a spirit.  This spell is permanent.  The spirit does not suffer Material Corruption effects through the item (i.e., from crits, spells, etc. directed at or caused by the item).

12 '" Spirit Strengthening:  Target Spirit is restored to its original level, up to the level of the Shaman.

13 '" Chamber of Serenity:  As Chamber of Safety, but Spirits suffer no Material Corruption effects within the area of effect unless they are attempting possession or emotion control.

14 '" Purgation VI:  As Purgation II, but up to six levels may be purged, from any combination of spirits (3 from one and 3 from another, 1 level each from 6 spirits, etc.).

15 '" Shaman's Thanks:  All Spirits bound to the Shaman, or bound to items owned by the Shaman, are purged of all levels of corruption and restored to full hit points.

16 '"Immunity:  Target spirit need make no RR's for Material Corruption effects while this spell is in place.  This spell requires a ritual and two hours to cast, and lasts for 1 day per level of the caster.  This spell may be revoked at any time.

17 '" Greater Restoration:  Caster may select any number of spirits within 100 feet.  All target spirits are healed of all damage up to their full hit points.  

18 '" Spiritual Unworking:  One target spirit is healed of all damage, purged of all Material Corruption levels, and restored to its original level up to the level of the caster.  This spell requires an elaborate ritual and takes 4 hours to cast.  The spell fails if the Spirit either suffers the effects of Material Corruption or gains additional levels of Corruption while the spell is being cast.  (This can be prevented with Stasis spells.)  

19 '" Purgation XX:  As Purgation V , above, but up to twenty levels can be purged from any number of targets.

20 '" Chamber of Healing:  As Chamber of Serenity, but spirits within the area of effect are, for each full hour spent in the area of effect, restored of one level lost to corruption, healed of 1d10 points of damage, and purged of 1 level of Material Corruption.

25 '" Greater Immunity:  As Immunity, above, but the effect lasts for one year.  

25 '" Aura of Purity:  As Greater Sanctification, above, but spirits receive a +50 on their RR's and the spell lasts for one full day.

30 '" Recall the Spirit:  The Caster may bring a spirit that has been destroyed by Material Corruption back into existence as a 1st level spirit.  This spell must be cast at the location where the spirit was destroyed, and must be begun within one minute per original level of the spirit.  This spell requires an elaborate ritual and takes 4 hours to cast.

30 '" Mass Unworking:  Caster may cast Spiritual Unworking on any target spirits within 300 yards, up to one spirit per level of the caster.
[/spoiler]
"All things excellent are as difficult as they are rare."
Visit my world, Calisenthe, on the wiki!

Acrimone

Just an update: the atlas has a few more maps up, though not as much text as I'd hoped to go with them.  

The magic page has been shortened, and three new pages created to hold its information on Essence, Channeling, and Mentalism.  At the risk of being redundant, I've also tweaked how those pages read just a little.

Also, just a reminder for you crunch fans out there who might have missed it, some of the Spirit Magic spell lists I use for Calisenthe are in the previous post.

Thanks again to those of you who have provided feedback!
"All things excellent are as difficult as they are rare."
Visit my world, Calisenthe, on the wiki!

Tangential

I'm beginning my Odyssey through the wiki.
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme

Acrimone

Well good luck!  Please don't hesitate to ask questions if something seems off, odd, or just incomprehensible!
"All things excellent are as difficult as they are rare."
Visit my world, Calisenthe, on the wiki!

Acrimone

Wiki update: Read all about the Halgladir...

And feel free to stay a while, wander around, and make all sorts of snarky criticism!  It's a wiki, after all.
"All things excellent are as difficult as they are rare."
Visit my world, Calisenthe, on the wiki!