Spirit Steed

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MageSpells ● Spirit Steed
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m (moved RAW:Spirit Steed to Spirit Steed over redirect)
 

Latest revision as of 13:38, 8 June 2016

+ Fate ●●
+ Space ●●
Spirit ●●●
Extended Mana
Covert Weaving
Duration Prolonged
Adamantine Arrow Sourcebook.jpg
Adamantine Arrow Sourcebook, p. 188
Rotes
Arrow : Sleipnir's Get
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This spell enables a mage to form a pact with a spirit, similar to that created by the Spirit 3 spell Familiar Pact but more limited in scope. In this case, a large (Size 7) spirit agrees to serve as the mage’s steed for the Duration of the spell, bearing her wherever she needs to go.

Before casting this spell, the mage must locate or summon an appropriate Twilight spirit, and she must be able to see, touch and communicate with it (usually through the use of other Spirit spells). In most cases, the mage will require a spirit that can manifest in an embodied form to perform its service (typically as a horse, though a camel, a dolphin or even a motorcycle might be more appropriate in some cases). To acquire the service of an embodied spirit, the mage must achieve four successes. If there’s no need for the spirit to be capable of manifesting — if, for instance, the mage is capable of assuming a Twilight state — the target number is reduced to three. Embodied spirits will not lose Essence during the Duration of the spell; they typically move at a speed appropriate for their form, but are not limited by fatigue, hunger, fear of predators, etc. The speed of a spirit in Twilight will depend on its type[1]. A wise mage carefully considers the type of spirit she needs when making her initial search or summons, knowing that the more specific traits she seeks, the harder it may be to find a suitable steed. A spirit that serves once may tell the mage its name, if it’s been well treated and/or rewarded, making it easier to find for future castings of this spell.

The spell can be cast in conjunction with Fate 2 and Space 2, in which case the spirit’s service is deferred until some specific circumstance occurs — typically, when the mage calls out for the spirit — at which point it will arrive on the scene within one turn. This enables the caster to make a quick getaway without needing an extended casing.

Adamantine Arrow Rote: Sleipnir's Get

Some of the order’s tall tales and legends describe bold warriors who travel into battle on the back of fantastic spiritual allies. Daring rescues, challenging quests or fast exits are all made easier with the help of this rote.

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