Spirits are considered living extensions of the
the Nine's will manifest in the material plane. Every one of the Nine has a vast multitude of spirits at their command, so Spirit theurgy is not especially more or less common with any individual god or goddess. That said, Spirit theurgists are fairly rare in general, and spirit theurgists of all stripes are highly respected.
Conjured spirits are relatively easy to banish from the material plane but they are very hard to destroy forever. This means a conjured spirit can be sent into dangerous, even suicidal situations with no long-term ramifications. That said, it is generally considered sacrilegious to sacrifice spirit allies for trivial ends. Many spirit theurgists develop a special bond with certain spirits and they don't want to see their friends suffer pain or indignities if they can help it.
(Charisma + Theology)
Most spirits cannot speak mortal languages, but they understand mortal languages. They will obey any command from their summoner unless it grossly violates their core principles.
A theurgist does not have to issue orders to spirits that she summons. Without orders given, the spirit will make an honest effort to act in a matter it believes will please the summoner.
A theurgist does not have to consciously maintain a summoning spell, but a theurgist cannot support more summoned spirits at any one time than her Wits attribute.
● Sense the Otherworldly: Detect spirits, elementals, and demons in their general vicinity. The more successes rolled, the more precise this sensory ability is. At four+ successes the theurgist can detect the lingering aura from where spirits used to be, or identify areas where the veil between the material and spiritual realms are more porous. Areas with a porous barrier between realms include magic items imbued with otherworldly power such as
Bags of Holding.
Persistent
●● Shun the Otherworldly: The spirit theurgist can target any otherworldly being in line of sight.
If cast on a bound elemental, the theurgist can disrupt another's control over an elemental if they can meet or beat the successes rolled by the conjurer. This will not banish or destroy an elemental, but it will make a bound elemental go feral. Feral elementals rarely seem to hold a grudge and are more likely to wander off than to seek vengeance on their controller.
If cast on a golem, the golem will go inert or randomly wander for one minute per success rolled.
If cast on a summoned spirit or astral construct , the theurgist inflicts one unsoakable, unavoidable, level of lethal damage per success rolled.
If cast on a Void Demon or elemental (feral or controlled), the theurgist inflicts one unavoidable level of lethal damage per success rolled, the demon can soak the attack normally.
Instant
●●● Ephemeral Ally: Summons one or more
common fighting spirits for a scene.
One success gets you one spirit. Three successes gets you two spirits. Five successes gets you three.
Alternatively, summon a single helpful non-combative spirit such as a horse or helper monkey for two hours per success.
Summoned creatures appear within a few yards of the caster. Summoned spirits cannot act immediately the round they are summoned, but they act normally from the next round on.
Spirits have only a single health level, so if they take any damage at all, they are instantly banished.
Instant
●●●● Stalwart Ally: Summon spirits the same at level ●●● but with many health levels. Non-combative spirits are summoned for three hours per success rolled.
Instant
●●●●● Mighty Ally: Allows for the summoning of stronger and/or more specialized spirits. Instant
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