Spirit Effects

mage rev

• • • • Affix Gauntlet — By hardening the Gauntlet in an area, the mage can cause any number of effects. He can trap a spirit into a place or

object, create a ward that ejects a spirit from a space, or tightly control an environment and protect it against spirit entry. Successes scored on such

an Effect generally raise the Gauntlet, but they could have other consequences.

By warding an area, the mage can prevent spirits from entering or leaving a space. Successes generate an area and a duration for such a ward.

This ward exists in both the material and physical world — any construct of ephemera cannot pass through unless it can defeat the potency of the

ward.

An interlocking pattern of Spirit energy can trap a spirit in place, or force it out of an area. The mage's player must score more successes than

the victim in a contested roll — typically the mage's Effect versus the subject's ability to travel in spirit form (be it through Spirit magic, a spirit's

powers or whatever). If the mage succeeds, he can banish a spirit from a place or person (with exorcism) or lock it in place so that it can't escape.

Such powers are a staple Chorus and Order of Hermes' means for dealing with demons and other evil spirit manifestations.

Trapping a spirit in an object creates a fetish. A willing sp irit can empower an object deliberately; an unwilling spirit must have its will broken

by the mage's Effect. If the mage succeeds, the Effect creates a temporary fetish. With a willing spirit the fetish lasts as long as the deal allows; for

an unwilling spirit, the mage must use successes to generate a duration for the spirit trap.

Lastly, the mage can place a spirit in possession of a body temporarily. Most often this is done by wrapping shards of the Gauntlet around the

mage, holding the spirit in place so that the mage can tap its power, but the mage could also cause a spirit to possess an unwilling victim. In the

former case, the mage must best the spirit's will (if it resists), but can then draw on the spirit's special Charms and powers; in the latter case, the

mage must overcome the victim's will, and then can inject the spirit into the victim for the determined duration.