Difference between revisions of "What is a spirit (Apath)"

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===What is a Spirit? ===
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Spirit magic is magic learned from and empowered by spirits, little gods that exist everywhere, mystic energies that can be communed with to work magic.
Several of the [[Animist_(Apath) | animist]]' and [[Shugenja_(Apath) |shugenja]]'s abilities affect spirits. For purposes of the these abilities, a “spirit” includes all of the following creatures:  
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A spirit magician learns to see and commune with spirits and to use their gifts.
 +
This is based on a belief called animism and is inherently divine magic, but can be combined with other magic traditions.
 +
On its own, it is sometimes called primal magic.
 +
Spirit magicians and occult casters share an interest in spirits, but occultists focus on spirits of the dead while spirit magicians commune mostly with spirits of nature.
 +
 
 +
A series of articles will present three classes grounded in animism, the [[Animist_(Apath) | animist]], [[Shugenja_(Apath) |shugenja]], and [[Wu-Jen (Apath)|wu-jen]]. These classes share a similar animistic view of the world, and are collectively called spirit magicians. Each class uses spirit magic differently, but they all gain power from spirits to work magic. Spirit magicians are no meek clerics who offer worship. A spirit can be bribed and persuaded by offers of service and loyalty, but it can also be coerced or defeated in combat to bind it into service.
 +
 
 +
=== Animism ===
 +
Animism is the belief that inside all things are spirits, and these spirits can be befriended, cajoled, or browbeat into cooperation.
 +
This belief is common in tribal cultures that live close to nature.
 +
Often looked down upon in the west, animism has been suppressed by monotheistic religions but often survives in splinter groups or mixed into the practice of other faiths.
 +
Asian cultures tend to be more accepting of faith in spirits, allowing animism to develop more specialized forms, such as that of the shugenja and wu-jen.
 +
Druidism can be seen as a variant of animism.
 +
The most well-known animist religion today is Shinto, but Taoism and Vodou also has significant animist elements.
 +
Feel free to use spirit magic in any campaign, animism exists in innumerable forms all over the world.
 +
 
 +
=== Spirit Magic ===
 +
Spirit magic is magic empowered by the spirits and spirit magicians live on the border between the world of folk and the many worlds of the spirits.
 +
Those who use spirit magic are here collectively called spirit magicians.
 +
Most spirit magicians live in two societies at once, the society of folk and the society of spirits.
 +
They help and protect their allies in both groups, counting on their assistance in return.
 +
When the threat of planar incursion looms, most spirit magicians are staunch defenders of planar boundaries.
 +
Good spirit magicians help folk and spirits live together.
 +
Their traditional duties are both to facilitate contact with spirits and to delineate a border between the mystical and the mundane.
 +
While rarely lawful the way civilized people see things, they help maintain the world order by guarding the border between the domains of folk, the dead, nature, and monsters.
 +
Some spirit magicians side entirely with one side, exploiting spirits for benefit of folk or the other way around, while a few are renegades who use both folk and spirits strictly for their own benefit.
 +
Powerful spirit magicians explore the planes to find power, wisdom, and solutions to problems.
 +
They often bring others along as guards, assistants, or to provide them with spiritual education.
 +
 
 +
Most of the spirits spirit magicians interact with are imperceptible to everyone else.
 +
Spirit magicians see spirits where others find only dead matter or impersonal magical energies.
 +
Wizards and clerics often claim these spirits do not exist, as they cannot be observed.
 +
This is laughable to spirit magicians, who see their powers as proof of the power of spirits.
 +
This creates some bad will between spirit magicians and followers of more structured traditions of magic.
 +
 
 +
=== What is a Spirit? ===
 +
Spirits come in four forms; objects, mundane creatures, youkai, and immaterial spirits.
 +
''Objects
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are dormant spirits. They take no action until awakened by magic. Spells like ''animate object'' can turn an object into a youkai.
 +
''Mundane Creatures
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are spirits that have taken a living, physical form, but that have very little inherent magic. This includes all animals and humanoids.
 +
Mundane creatures can awaken their spirit natures to work magic, but unless they change their very nature they are not youkai.
 +
''Youkai
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are spirits that can interact with mundane creatures, such as ghosts, as well as spirits that have materialized or taken possession of a mundane object or creature to become a magical creature. Most monsters are youkai.
 +
''Immaterial Spirits
 +
are spells and supernatural abilities. Spirit magic is the work of immaterial spirits allied to or bound by a magician.
 +
Youkai and some mundane creatures can manipulate immaterial spirits, and the immaterial spirits in turn can manipulate all other kinds of spirits.
 +
 
 +
Note that there are no clear lines between these  classifications, and combinations are common.
 +
A magic item is an object tied to an immaterial spirit.
 +
A summoned creature is an immaterial spirit that has taken the form of a youkai.
 +
Spellcasters are usually a mundane creatures, but can cajole immaterial spirits to work for them. 
 +
 
 +
Spirit magicians regard most monsters as spirits, and may have abilities gives them power over a wide range of supernatural creatures.
 +
To avoid confusion, these rules call creatures imbued with spirit powers youkai, which is Japanese for monster.
 +
To a spirit magician an earth elemental is an awakened earth spirit—a youkai—while a rock is an earth spirit at rest—an object.
 +
They are both the same, just that one is active and awake while the other is dormant. This confounds and annoys those who try to rationally classify what is supernatural and what is mundane.
 +
Nevertheless, for rules purposes, we need to know exactly what a youkai is, as many of the [[Animist_(Apath) | animists']] and [[Shugenja_(Apath) |shugenja]]'s abilities only work on youkai.  
 +
For purposes of the these abilities, youkai includes all of the following creatures:  
 +
 
 
*All aberrations
 
*All aberrations
*All constructs
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*Constructs except the clockwork and robot subtypes
 +
*All dragons
 
*All fey  
 
*All fey  
 
*All magical beasts  
 
*All magical beasts  
 
*All monstrous humanoids  
 
*All monstrous humanoids  
*All humanoids of the giant or shapechanger subtypes
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*Humanoids of the giant or shapechanger subtypes
 
*All outsiders  
 
*All outsiders  
 
*All creatures of the Plant type (not normal plants)
 
*All creatures of the Plant type (not normal plants)
Line 13: Line 73:
 
*Creatures created by spells, such as ''animate object''.
 
*Creatures created by spells, such as ''animate object''.
 
*Creatures summoned by spells, such as ''summon nature's ally''.
 
*Creatures summoned by spells, such as ''summon nature's ally''.
*Creatures in astral, ethereal, or incorporeal form.
+
*Creatures in astral, ethereal, or incorporeal form, or who are possessing another creature or object, such as by the ''magic jar'' spell.
 +
 
 +
Spirit magicians see elementals and fey as youkai of nature and undead as youkai of the dead. Magical beasts, constructs, plants, giants, monstrous humanoids, and aberrations are either youkai-possessed or youkai bound in corporeal form. 
 +
Most spirit magicians consider youkai to be unruly but lovable rascals. While youkai have a definite place in the world order, their place is in the wilds, on other planes, and in shrines—not roaming wild in the lands of folk. Youkai that cause trouble are often bound and enshrined, placated by treating them as little gods.
 +
 
 +
=== Enshrined Youkai ===
 +
In cultures where [[Animist_(Apath) | animists]] and [[Shugenja_(Apath) |shugenja]] are common, it is normal practice to enshrine youkai. This practice is also known as binding or sealing the youkai, and is done using the [[#Bind Youkai (Sp)|Bind Youkai]] ability. Coercion is acceptable, and it is common practice to defeat a hostile youkai in combat in order to bind it. A youkai bound by this ability is automatically stabilized and heals damage normally while bound.
 +
 
 +
Being enshrined is restful and comfortable to the youkai, and those with knowledge of animists are generally willing to bargain about being enshrined under the right conditions. If the conditions made in a negotiated binding are broken, the youkai is freed.
 +
As long as binding is used again before the current binding ends, the effect is automatically extended for the duration of the new binding.
 +
 
 +
An enshrined youkai is not hidden away. Rather it is made into the focal point of a shrine or temple, venerated, and thus kept placated. Whole religious orders can be dedicated to keeping a powerful youkai sealed. Shugenja seek out such shrines because they can learn spells from them, but shrine guardians usually demand some kind of service or offering from a strange shugenja before they let them into the presence of the youkai. A normal cost is the same as that for casting a spell of the level the youkai can teach.
  
In the shaman's or shugenja’s worldview, elementals and fey are simply spirits of nature, and undead are spirits of the dead. Magical beasts, constructs, plants, giants, monstrous humanoids, and aberrations are either spirit-possessed or spirits bound in corporeal form.
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== Summoning Youkai ==
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Spirit magicians are often good summoners because of their close tie to the spirits. A summoned creature is an immaterial spirit that takes on a physical form and is always considered a youkai, even if the summoned creature is an animal. To reflect the the close ties to the spirits, the Summon Quick Ally feat allows druids and other spirit magicians to summon creatures more quickly. {{ : Summon Quick Ally (Apath)  }}
  
=== Enshrined Spirits ===
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== See Also ==
In cultures where [[Animist_(Apath) | animist]] and [[Shugenja_(Apath) |shugenja]] are common, it is normal practice to enshrine spirits. This uses the seal spirit power, and the sealed spirit is not hidden away. Rather it is made into the focal point of a shrine or temple, venerated, and kept placated. Whole religious orders can be dedicated to keeping a powerful or destructive spirit sealed. Shugenja seek out such shrines because they can learn spells from them, but those guarding such a site often demand some kind of service or fee from a strange shugenja before they let him into the presence of the spirit. A normal fee would be the same as that for casting a spell of the level the spirit can teach.
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* [[Animist (Apath)|Animist]]
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* [[Shugenja (Apath)|Shugenja]]
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* [[Wu-Jen (Apath)|Wu-Jen]]
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Latest revision as of 20:09, 13 January 2019

ApathApath Logo
Unofficial rules compendium

Spirit magic is magic learned from and empowered by spirits, little gods that exist everywhere, mystic energies that can be communed with to work magic. A spirit magician learns to see and commune with spirits and to use their gifts. This is based on a belief called animism and is inherently divine magic, but can be combined with other magic traditions. On its own, it is sometimes called primal magic. Spirit magicians and occult casters share an interest in spirits, but occultists focus on spirits of the dead while spirit magicians commune mostly with spirits of nature.

A series of articles will present three classes grounded in animism, the animist, shugenja, and wu-jen. These classes share a similar animistic view of the world, and are collectively called spirit magicians. Each class uses spirit magic differently, but they all gain power from spirits to work magic. Spirit magicians are no meek clerics who offer worship. A spirit can be bribed and persuaded by offers of service and loyalty, but it can also be coerced or defeated in combat to bind it into service.

Animism

Animism is the belief that inside all things are spirits, and these spirits can be befriended, cajoled, or browbeat into cooperation. This belief is common in tribal cultures that live close to nature. Often looked down upon in the west, animism has been suppressed by monotheistic religions but often survives in splinter groups or mixed into the practice of other faiths. Asian cultures tend to be more accepting of faith in spirits, allowing animism to develop more specialized forms, such as that of the shugenja and wu-jen. Druidism can be seen as a variant of animism. The most well-known animist religion today is Shinto, but Taoism and Vodou also has significant animist elements. Feel free to use spirit magic in any campaign, animism exists in innumerable forms all over the world.

Spirit Magic

Spirit magic is magic empowered by the spirits and spirit magicians live on the border between the world of folk and the many worlds of the spirits. Those who use spirit magic are here collectively called spirit magicians. Most spirit magicians live in two societies at once, the society of folk and the society of spirits. They help and protect their allies in both groups, counting on their assistance in return. When the threat of planar incursion looms, most spirit magicians are staunch defenders of planar boundaries. Good spirit magicians help folk and spirits live together. Their traditional duties are both to facilitate contact with spirits and to delineate a border between the mystical and the mundane. While rarely lawful the way civilized people see things, they help maintain the world order by guarding the border between the domains of folk, the dead, nature, and monsters. Some spirit magicians side entirely with one side, exploiting spirits for benefit of folk or the other way around, while a few are renegades who use both folk and spirits strictly for their own benefit. Powerful spirit magicians explore the planes to find power, wisdom, and solutions to problems. They often bring others along as guards, assistants, or to provide them with spiritual education.

Most of the spirits spirit magicians interact with are imperceptible to everyone else. Spirit magicians see spirits where others find only dead matter or impersonal magical energies. Wizards and clerics often claim these spirits do not exist, as they cannot be observed. This is laughable to spirit magicians, who see their powers as proof of the power of spirits. This creates some bad will between spirit magicians and followers of more structured traditions of magic.

What is a Spirit?

Spirits come in four forms; objects, mundane creatures, youkai, and immaterial spirits. Objects are dormant spirits. They take no action until awakened by magic. Spells like animate object can turn an object into a youkai. Mundane Creatures are spirits that have taken a living, physical form, but that have very little inherent magic. This includes all animals and humanoids. Mundane creatures can awaken their spirit natures to work magic, but unless they change their very nature they are not youkai. Youkai are spirits that can interact with mundane creatures, such as ghosts, as well as spirits that have materialized or taken possession of a mundane object or creature to become a magical creature. Most monsters are youkai. Immaterial Spirits are spells and supernatural abilities. Spirit magic is the work of immaterial spirits allied to or bound by a magician. Youkai and some mundane creatures can manipulate immaterial spirits, and the immaterial spirits in turn can manipulate all other kinds of spirits.

Note that there are no clear lines between these classifications, and combinations are common. A magic item is an object tied to an immaterial spirit. A summoned creature is an immaterial spirit that has taken the form of a youkai. Spellcasters are usually a mundane creatures, but can cajole immaterial spirits to work for them.

Spirit magicians regard most monsters as spirits, and may have abilities gives them power over a wide range of supernatural creatures. To avoid confusion, these rules call creatures imbued with spirit powers youkai, which is Japanese for monster. To a spirit magician an earth elemental is an awakened earth spirit—a youkai—while a rock is an earth spirit at rest—an object. They are both the same, just that one is active and awake while the other is dormant. This confounds and annoys those who try to rationally classify what is supernatural and what is mundane. Nevertheless, for rules purposes, we need to know exactly what a youkai is, as many of the animists' and shugenja's abilities only work on youkai. For purposes of the these abilities, youkai includes all of the following creatures:

  • All aberrations
  • Constructs except the clockwork and robot subtypes
  • All dragons
  • All fey
  • All magical beasts
  • All monstrous humanoids
  • Humanoids of the giant or shapechanger subtypes
  • All outsiders
  • All creatures of the Plant type (not normal plants)
  • All undead
  • Creatures created by spells, such as animate object.
  • Creatures summoned by spells, such as summon nature's ally.
  • Creatures in astral, ethereal, or incorporeal form, or who are possessing another creature or object, such as by the magic jar spell.

Spirit magicians see elementals and fey as youkai of nature and undead as youkai of the dead. Magical beasts, constructs, plants, giants, monstrous humanoids, and aberrations are either youkai-possessed or youkai bound in corporeal form. Most spirit magicians consider youkai to be unruly but lovable rascals. While youkai have a definite place in the world order, their place is in the wilds, on other planes, and in shrines—not roaming wild in the lands of folk. Youkai that cause trouble are often bound and enshrined, placated by treating them as little gods.

Enshrined Youkai

In cultures where animists and shugenja are common, it is normal practice to enshrine youkai. This practice is also known as binding or sealing the youkai, and is done using the Bind Youkai ability. Coercion is acceptable, and it is common practice to defeat a hostile youkai in combat in order to bind it. A youkai bound by this ability is automatically stabilized and heals damage normally while bound.

Being enshrined is restful and comfortable to the youkai, and those with knowledge of animists are generally willing to bargain about being enshrined under the right conditions. If the conditions made in a negotiated binding are broken, the youkai is freed. As long as binding is used again before the current binding ends, the effect is automatically extended for the duration of the new binding.

An enshrined youkai is not hidden away. Rather it is made into the focal point of a shrine or temple, venerated, and thus kept placated. Whole religious orders can be dedicated to keeping a powerful youkai sealed. Shugenja seek out such shrines because they can learn spells from them, but shrine guardians usually demand some kind of service or offering from a strange shugenja before they let them into the presence of the youkai. A normal cost is the same as that for casting a spell of the level the youkai can teach.

Summoning Youkai

Spirit magicians are often good summoners because of their close tie to the spirits. A summoned creature is an immaterial spirit that takes on a physical form and is always considered a youkai, even if the summoned creature is an animal. To reflect the the close ties to the spirits, the Summon Quick Ally feat allows druids and other spirit magicians to summon creatures more quickly.

Summon Quick Ally (General)

Table: Quick Allies
Type Prerequisite
Animal Wild Empathy
Fey Resist nature's lure
Humanoid A thousand faces
Magical Beast Beast shape III
Outsider Elemental body III
Plant Woodland stride
Vermin Wild empathy usable with vermin

Prerequisite: Ability to cast summon nature's ally, animist class feature or a another class feature, see table.

Benefit: Choose one creature type from Table: Quick Allies that you fulfill the prerequisite for. When you cast a summon nature's ally spell to summon a creature of this type, the casting time of the spell becomes 1 standard action. This does not work on creatures that have a template.

Special: You can take this feat multiple times. Each time, select a different type of creature.

See Also

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