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Spiritualism Edit

Spiritualism, like Magecraft, is actually a bit more complicated than simple Physical Combat. There are a number of things that powers can do that have nothing to do with combat at all. Each power that is used, however, is treated as a separate skill and so is rolled the same way as any other skill check. Sometimes powers are opposed checks against other characters. This can either be as the active, offensive roll, or as a defensive roll in a power vs. power contest. Sometimes they are against a Difficulty Score for something complex that needs to be done by the power. On a number of occasions, the skill check for a power is merely to determine the level of success the power has in completing the task at hand (such as how much a character is healed by a power).

Where Spiritualism and Magecraft diverge, however, is the source of the power and how they are learned. Spells are constructed a piece at a time. Spiritual powers are granted wholesale from the source of the power, whether granted by a powerful immortal, taken from a powerful creature to be summoned, or from the inner core of a character's own soul. However, once the power is granted, it must still be learned much the same way other skills are learned. More on how powers are gained is covered in Chapter 6: Mystical Combat Skills.

A generic Spiritualism Roll determines whether a power is granted. To gain a power, the Spiritualist rolls a Spiritualism check verses a DS of the power. If the check succeeds, the Spiritualist gains the power and may earn XP normally. Like Spells, Powers may use Secondary Characteristic Bonuses immediately, evne with no TP.

Rolled Edit

Active Roll: 1d10 + Y for Spiritualism skill roll.

vs. Reactive Roll or DS

Highest score succeeds on opposed rolls.

TS

Skill Name

PC

PCB

BP

TP

XP/TSB

1d10+7 Spiritualism WIS 5 2 0 0/7

For example, Casen Highsword wants to learn how to heal his friends' wounds after battle. It is the first time he has ever tried to do anything using the powers shown to him by Ethaniel Phorj. He meditates, concentrating on the power he wishes to wield. The initial cost of Heal is 14. He rolls an 9 + 7 for a total of 16. Casen is able to learn the Heal power with 1 additional TP to begin.

TS Skill Name PC PCB SC SCB BP TP XP/TSB
1d10+8 Heal Spiritualism 7 0 1 0/8

Navigation Edit

BASIC COMBAT SKILLS Edit

Melee Combat Edit

Ranged Combat Edit

Physical Defense Edit

Mental Defense Edit

Magecraft Edit

Spiritualism Edit

BASIC NON-COMBAT SKILLS Edit

Crafting Edit

Knowledge Edit

Social Edit

MovementEdit

PRIMARY CONTENTS Edit

Hero's Guild Players Handbook Home Edit

Chapter 1 - Creature Kinds Edit

Chapter 2 - Base Characteristics Edit

Chapter 3 - Skills Edit

Chapter 4 - Traits and Foibles Edit

Chapter 5 - Physical Combat Skills Edit

Chapter 6 - Mystical Skills Edit

Chapter 7 - Equipment Edit

Chapter 8 - Crafting Edit

Chapter 9 - Social and Movement Skills Edit

Chapter 10 - Optional Classes Edit

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