TEXT: 1
  HARPer’s Bazaar
  Issue #6
  HARPER’S
  B
  AZAAR
  Issue #6
  Table of Contents
  Introduction
  Credits
  Author: Tim Dugger
  Editing: Tim Dugger, Heike Kubasch
  Pagemaking, & Layout: Tim Dugger
  Artwork:  Joel Biske, John Dollar Eric Hotz, Jeff Laubenstein,
  Jennifer Meyer,  Colin Throm
  ICE Staff
  CEO: Bruce Neidlinger
  President: Heike Kubasch
  Office Manager/Cust. Service: Lori Dugger
  Editor/Jack-of-All-Trades: Tim Dugger
  Pagemaking: Sherry Robinson
  Web Mistress: Monica L. Wilson
  Office Cats: Rajah, Pheobe, & Matsi
  My House Cats: Bandit, Coco, & Rascal
  April 2006
  WARNING! All Items in this PDF should be
  considered optional and completely unofficial.
  HARPer’s Bazaar Copyright © 2006 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without permission.
  Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.
  Web: www.harphq.com and www.ironcrown.com.
  Introduction .......................................................................... 1
  New Profession...................................................................... 2
  Shaman .......................................................................... 2
  Dealing with Spirits............................................................... 2
  The Spirit World .................................................................... 3
  Spirit World Description .............................................. 3
  The Astral Plane ............................................................ 3
  Spirit Attacks ......................................................................... 4
  Drain, Emanation, Innundation ................................ 4
  Possession ...................................................................... 5
  Types of Spirits....................................................................... 6
  Angry Spirits, Conceptual Spirits, Devi ...................... 6
  Elemental Spirits, Emotional Spirits........................... 7
  Haunts, Rational Spirits, Shaman Spirits ................... 7
  Standard Spirits ............................................................. 7
  Thematic Spirits, Totem Spirits ................................... 8
  Undead Spirits, Wildlings ............................................ 8
  Sample Spirit Statistics ......................................................... 9
  Spirit Abilities ........................................................................ 9
  Totem Familiars ................................................................... 10
  New Spells............................................................................ 12
  Captured Spirits Sidebar ..................................................... 14
  I have decided to complete a personal project for this
  issue. I am writing rules and guidelines for incorporating
  the Spirit World in your games. I originally wrote an
  earlier form of these rules about 8 or 9 years ago, and
  donated them for inclusion in the Channeling
  Companion written by Cory Magel and Elliot Willhite
  for Rolemaster.
  Those rules made it into the book, along with several
  spell lists that I had developed to go along with them. I
  have converted them and updated them for use with
  HARP. I hope that you enjoy them and enjoy using them
  in your games.
  
  2
  HARPer’s Bazaar
  Issue #6
  NEW PROFESSION
  SHAMAN
  The Shaman is the often the spiritual leader of a
  tribe, clan or village. While Shamans can most often be
  found among nomadic or tribal cultures, they are not
  limited to them. Shamans are often advisors and
  councilors to those in charge of the community. They
  spend most of their time communing and/or dealing with
  the spirits of the world. One of their prime duties is often
  the guiding of departed souls to the afterlife.
  FAVORED CATEGORIES:
  General:
  3
  Mystical:
  8
  Outdoor:
  6
  Physical:
  3
  KEY STATS:  Insight, Reasoning, Self Discipline.
  PROFESSIONAL ABILITIES:  Shaman may learn a total 20
  spells from the Shaman Sphere including the Optional
  Shaman Spells. Up to 7 of those 20 spells may be selected
  from the Optional Shaman. The selected 20 spells are the
  Shaman’s base sphere. Any spells not selected from the
  “Shaman Sphere” column are considered to be part of the
  Cleric Sphere for the purpose of learning them later, any
  Optional spells not selected are considered to be part of
  the Sphere that they originally came from.
  Shamans also begin play with a Totem Spirit of 1st
  level. Shamans are also blessed with the Spirit Tongue, the
  ability to speak to and understand any spirit. Finally, all
  Shaman have the Spirit Sight, the ability to concentrate
  for a round and shift their vision from the mortal realm
  to the Astral, where spirits and auras can easily be seen.
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  DEALING WITH SPIRITS
  Shamans deal with spirits on a daily basis. They
  often commune with the spirits in an effort to gain
  insights or knowledge of the world around them. They
  also perform many rituals and rites, both great and
  small, each day to appease or venerate certain spirits.
  These rituals and rites are rarely magical in nature; their
  performance shows the spirits that the Shaman is
  respectful of them.
  Unfortunately, not all spirits are as easy to deal with.
  Angry Spirits, certain types of Devi, Haunts, and Undead
  Spirits all often need a more forceful approach by the
  Shaman. And that more forceful approach can even lead
  to such things as the Shaman permanently trapping or
  banishing a spirit.
  In the end, how a Shaman deals with a particular
  spirit will often depend upon how that spirit is willing to
  deal with mortals.
  
  3
  HARPer’s Bazaar
  Issue #6
  THE SPIRIT WORLD
  It has been called, by various traditions in various
  locations, such things as the Outer World, the Inner
  World, and even the Underworld. No matter the tradition
  or what they call it, the Spirit World is always home to
  many powerful and sometimes dangerous spirits.
  SPIRIT WORLD DESCRIPTION
  Scholars still disagree as to what the Spirit World
  actually is. Some think that it is a single plane of existence,
  sometimes called the Ethereal Plane, while other scholars
  think that the Spirit World is not a single plane, but a
  multitude of planes, one atop another like a stack of
  paper upon a desk. Those who believe that the Spirit
  World is comprised of multiple planes believe that the
  lowest of those planes is the Astral Plane, since it is the
  closest to the mortal world. One thing that the scholars
  do agree upon is that the Spirit World is unlike any other
  plane, or planes, ever encountered.
  The Spirit World as a conceptual plane—this means
  that any description of the Spirit World depends upon the
  person describing it, and that each person will see it
  differently. However, there are certain aspects of the Spirit
  World that are common to all
  perceptions of it.
  The landscape of the Spirit
  World (what can be seen of it)
  appears to reflect the mortal or
  physical world. However, there are
  often features of  the landscape
  that appear differently to each
  person. For example, what is a
  plain on the mortal world may be
  seen as an ancient forest or
  farmland with a small village, or
  perhaps even a large city by a
  visitor. Sometimes the landscape
  will shift and meld from one to the
  other while that visitor is watching.
  In all cases though, the actual
  shape and form of the land matches that of the physical
  world. Scholars surmise that possibly the Spirit World is
  reflecting things from other times, from the past or
  perhaps the future. Another theory is that the Spirit World
  touches alternate dimensions, and is reflecting them and
  showing what is in a given location in those other worlds.
  However, these are just theories and yet to be proven.
  The air is another distinctive feature of the Spirit
  World. It is always twilight within the Spirit World, and
  the air is always filled with a thick swirling mist that never
  clears and limits visibility to no more than 100’. This mist
  is often lit from within by ever-changing flashes of
  scintillating color, with some of the colors being unique to
  the Spirit World itself.
  Another unique feature of the Spirit World is the
  presence of nexus or cross-over points. These points
  appear to be gateways to other planes or possibly even
  other worlds. Scholars still are not sure. The denizens of
  the Spirit World also tend to shy away from such nexus
  points as well. It is thought that the spirits of the dead
  pass through this plane as they are drawn towards the
  final resting place of their religion.
  The spirits that inhabit the Spirit World may appear
  in various forms, although the form will always be
  related to the powers and abilities of the spirit. A Spirit of
  Fire might appear as a humanoid flame while a thematic
  spirit may appear as an insubstantial version of the
  physical form it is tied to. All spirits also have a more
  natural form that they will often take when in the Spirit
  World. This form is that of a shifting matrix of energy
  that flashes with scintillating colors, some of which are
  unique to the Spirit World. The vast majority of spirits in
  the Spirit World are standard spirits, sometimes known
  as unborn spirits. It is they that produce the most flashes
  of color and light that are seen through the ever present
  mists of the Spirit World.
  THE ASTRAL PLANE
  The Astral Plane lies between the mortal realm and
  the Spirit World.  This plane is an echo, a reflection of the
  material world, bathed eternally in a cool blue light.
  Vegetation is often a rusty red in color; animals normally
  have a yellow aura; stone, worked wood, and other
  worked materials appear as a dull grey in color, having no
  auras; and people on the mortal plane are seen by their
  auras. While on the Astral Plane, one person cannot be
  told from another by their aura by those without the
  proper training, though you can easily tell one race from
  another, as each race has their own unique aura.
  
  4
  HARPer’s Bazaar
  Issue #6
  Human auras are often egg-shaped, and blue in
  color. Elven auras are deep green, and almost leafy in
  appearance, while Dwarven auras are a deep red cylinder.
  Gnomish auras are often silver, and look almost liquid,
  while the auras of Halflings are a bright green oval. Gryx
  have auras that are a rich orange in color, which flicker
  with an appearance almost like that of a flame.
  All auras have things in common features. For example,
  warrior or those have killed a lot tend to have many spidery
  black lines within their auras. Magic users, especially
  Shamans, tend to have larger auras than other people.
  If a Shaman has seen a person in the flesh, then they
  will be able to recognize that person’s aura at some later
  time if they encounter it while scrying. Not even the most
  powerful Shaman can tell who a specific aura belongs to
  if they have never seen that person in the flesh.
  The Astral Plane is often used as the gateway to the
  Spirit World. Once on the Astral Plane it is easier to travel to
  the Spirit World than it would be to travel there directly
  from the mortal world. However, doing so is much more
  dangerous since a character cannot bring his body along
  with him in this manner like he can when traveling direct
  from the mortal realm to the Spirit World.
  Shamans and other magic users who deal with the
  Astral Plane will often use it for scrying on foes. Traveling
  through the Astral Plane to scry is a favorite method, but
  the caster will not be able to determine one aura from
  another if he has never seen that person in the flesh
  previously. However, the caster can still do things like count
  and look to see how many auras are where and so forth.
  Communication between mortals and spirits on the
  Astral Plane is much different from communication in
  the mortal world as there is no speech or sound on the
  Astral Plane. Communication is handled through the
  transference of thoughts and images, and even emotions.
  Even the weakest of the spirits can communicate in this
  manner while on the Astral Plane, and no spell or ability
  is required to allow a Shaman or other spell caster to
  communicate with the spirits while they are there.
  SPIRIT ATTACKS
  Spirits have several unique forms of combat available
  to them. Not every spirit has these attack forms, and of
  those who do, most cannot use every available form, only
  one. Each spirit is different, and you can often find spirits
  of a given type using different attacks, from those
  available to that type of spirit, for no other reason than
  the spirit prefers it.
  DRAIN
  This is one of the rarest forms of attacks to be found
  among spirits, most often only in Angry Spirits and
  Haunts. By using this form off attack the spirit can drain
  the vitality from a target. To make a Drain attack, the spirit
  has to touch its target. The spirit then makes a roll on the
  Resistance Roll (RR) column of the Maneuver Table. The
  result indicates what the target has to beat in order to
  successfully resist the attack using his Magic RR bonus. If
  the target fails the RR, then he loses 1d10 from one stat.
  The most common stat for Drain attacks is Constitution,
  though some spirits drain other stats with their attacks.
  Any stat points lost in this manner are recovered at a
  rate of 1 point per day, although this can be speeded up
  through the use of spells.
  EMANATION
  When a spirit makes an attack by Emanation, it
  creates a radius equal to 5’ per level centered on itself in
  which its attack will occur. The spirit makes its attack roll
  on the Resistance Roll (RR) column of the Maneuver
  Table, and all within the radius must make a Will based
  RR against the result obtained or be overcome by the
  effect. The effect produced will depend upon the type of
  spirit, but the results are that the targets are Stunned for 1
  round for every 10 points that they fail the RR by. If a
  target fails the RR by more than 50 points, he is rendered
  unconscious for 1d10 rounds.
  For example, if a Spirit of Hunger makes an
  Emanation attack, all those who fail a Will based RR will
  be completely overcome by feelings of intense hunger.
  INUNDATION
  This attack form is limited only to the Elemental Spirits.
  The Elemental Spirit is able to create an area with a radius
  equal to 1’ for each level of the spirit. This radius may be
  created up to 100’ from the spirit’s location. Any person or
  creature within the radius is required to make a Will based
  Resistance Roll (RR) against the target number generated
  from the spirit making a roll on the RR column of the
  Maneuver Table or suffer the effects of the Inundation.
  Each Elemental Spirit has its own method of
  Inundation, and that method is related to what aspects of
  the element that it reflects. The examples listed below
  show some possible types of effects generated by this type
  of attack. It is important to keep in mind that not every
  aspect related to a given element is included in the
  examples, and they are meant only to show some of the
  possibilities available.
  1)
  An Elemental Spirit of Earth could cause all
  within the area of effect to feel the solidity and
  weight of the earth pressing down upon
  them; the slow inertia of the ages making
  them groggy and tired. This could have an
  effect similar to that of the Sleep spell.
  2)
  An Elemental Spirit of Fire could cause within
  the area of effect to feel the quick, mercurial
  nature of a fire. Thoughts, feelings and
  actions are all impulsive and reactionary. This
  could have the effect of driving all within the
  area into a berserker-like frenzy, as per the
  skill description in Martial Law.
  
  5
  HARPer’s Bazaar
  Issue #6
  3)
  An Elemental Spirit of Water could cause all
  within the area of effect to feel the flexibility
  and compromising nature of the depths. Any
  decisions made while under the influence of
  this attack might seem to be the most
  reasonable thing to do. Translated into game
  terms, this could be reflected as the targets
  being under the effects of a Charm spell.
  4)
  An Elemental Spirit of Air could cause all
  within its effect to feel the clarity, conciseness,
  and rapidity of Thought. Translating thought
  into action might then be supremely easy,
  thus enabling those affected to spring into
  action at a greater speed than those not
  affected. In game terms this could translate
  into a bonus to initiative.
  5)
  An Elemental Spirit of Light could bring with
  it the harmony and tranquility of oneness
  with the universe, an acceptance of
  circumstances, and the sureness of inner
  peace.  This harmony and inner peace would
  bring with it a supreme confidence that
  translated into a bonus to all actions.
  6)
  An Elemental Spirit of Darkness could bring
  with it the coldness and the despair of all
  things shadowy, thus making any action
  seeming to be futile at best. In game terms, this
  could be represented by a negative modifier to
  all actions as the character sees such
  actions as hopeless and unlikely
  to succeed, thus they won’t
  try as hard as they
  might otherwise.
  POSSESSION
  Some spirits will attempt to take control of the
  corporeal form of a person. In order to do this, they need
  to make an attempt to possess that person’s body,
  removing the target’s mind from command.
  The spirit will enter the target’s body to initiate this
  attack. It will make a roll on the Resistance Roll (RR)
  column of the Maneuver Table. The target must meet or
  beat the result generated using bonus for Will-based
  Resistance Rolls. Should the target defeat this attack, the
  spirit is ejected from the target’s body. Should the target
  fail his RR against this attack, the spirit is then in control
  of the body for 10 minutes for every level that the spirit
  possesses. After this amount of time, the strain of
  attempting to control the body becomes too great and it
  has to leave.
  For every 10 minutes that the spirit is control of the
  body, the target gets to make a new Will-based Resistance
  Roll against the original attack. The target also gains
  another Resistance Roll every time that his body is
  damaged. While the target is aware of the actions taken
  by the spirit while he is possessed, they seem as some sort
  of odd dream to him.
  The possessing spirit is unable to access the
  memories or skills of the target while possessing him
  unless it states otherwise in the description of the spirit.
  Many Shamans often consider illness to be caused by
  the possession of a person by evil or bad spirits. For this
  reason, he will often try spiritual remedies
  before attempting medicinal remedies.
  
  6
  HARPer’s Bazaar
  Issue #6
  TYPES OF SPIRITS
  The following descriptions detail the most common
  types of spirits that may be encountered. This list is by no
  means exhaustive and there are often many sub-types of
  each individual type. Several of the types listed below are
  also, according to some scholars, only speculative as they
  have not been able to prove or disprove the existence of
  those specific types. Such speculative types are indicated
  within the individual descriptions.
  Spirits are most often encountered in the Spirit
  World, where they have what appears to be a solid
  form. The shape and appearance of which is dependant
  upon the individual spirit. Spirits in the Spirit World
  may also take their alternate form, that of a glowing
  matrix of scintillating colors.  This alternate form is
  always insubstantial and the spirit may only
  communicate with other spirits when in this form, never
  with visitors to the Spirit World. This alternate form
  may not be assumed by the spirit if happens to be
  someplace other than the Spirit World.
  Sometimes, however, spirits do appear in the physical
  world. If the spirit does not have a physical form to
  which it is tied, it will appear, when it can be seen at all, as
  a translucent, wavering and insubstantial form. Those
  spirits tied to a physical form may select to appear in that
  physical form, or in a translucent insubstantial version of
  their physical form. Such spirits may change from one to
  the other form at will. However, doing so takes one full
  round in which the spirit may do nothing else.
  Many spirits will seem to be specialized versions of
  Conceptual Spirits, and this is true to some extent.
  However, the other specific types of spirits also tend to
  be more complex than your basic Conceptual Spirits
  and the more complex a spirit is, the more intelligent is
  seems to be as well.
  ANGRY SPIRITS
  An Angry Spirit is sub-type of all other types of
  spirits. Quite often an Angry Spirit is nothing more than
  another type of Spirit that has somehow been corrupted
  to the point that it transforms into an Angry Spirit. Its
  form is always a twisted, warped version of its normal
  form. These spirits will do their best to destroy anything
  and everything that they encounter. Most often they will
  use either one of the attacks available to their original
  spirit type or use a Drain attack.
  Nobody is quite sure what causes this corruption, or
  how it might be reversed. There have even been instances
  where the spirit appears normal until a certain word or
  phrase is spoken or until a certain action has been
  performed, or until a corporeal being has been in its
  presence for a specific amount of time. Whatever the
  trigger is, these normal appearing spirits suddenly
  transform into Angry Spirits. Such spirits are often on the
  cusp of being Angry Spirits and may remain like that for
  years, until something gives them that final nudge.
  CONCEPTUAL SPIRITS
  Sometimes an idea, ideal, or concept can seem to have
  a life all its own. With Conceptual Spirits, this is entirely
  possible. These are spirits who embody a single goal or
  ideal of a specific concept.  This can be anything from A
  Spirit of Marriage who embodies the concept of the
  marriage ceremony to a Spirit of Murder who embodies
  the concept of wrongful death in a violent manner. When
  Conceptual Spirits make an attack, they will normally use
  either a Possession attack or an Emanation attack.
  Certain Conceptual Spirits even have the ability to
  manifest in the mortal world when the conditions are
  right for it. For example, the Spirit of Christmas Past is
  able to manifest as a ghost-like wraith during the Yule
  season, and use its possession attack to force targets to
  relive past holidays and events in an effort to make the
  target regret its past, and to help it change its ways. It is
  thought that the Spirit of Christmas Past will only appear
  to those who have a deceased, condemned soul intervene
  on their behalf with some higher authority. However,
  scholars have been unable to prove this theory which was
  formed on the basis partial accounts from a few people
  who have claimed to be visited by the spirit.
  DEVI
  Devi are the most powerful of all the different
  types of spirits. They can take a physical form at will
  and often act as messengers for the gods.  Devi. The
  majority of Devi are unique spirits. Devi also have
  several special abilities that are unique to them as well.
  For more information on Devi, please refer to
  Monsters: A Field Guide, page 31.
  There are a number of different sub-types of Devi
  that may be encountered. These include such spirits as
  those known as Angels, Asura (Wrathful Devi), Djinn,
  Daimons, and many others. Certain sub-types of Devi
  are unable to take physical form at will, and others may
  have other strictures placed upon them.
  
  7
  HARPer’s Bazaar
  Issue #6
  ELEMENTAL SPIRITS
  Elemental Spirits are not creatures made up of the
  substance of a specific element; they are spirits who
  embody the essence or nature of the element which they
  represent. An Elemental Spirit need not embody all the
  concepts associated with an element, however the more
  powerful the Elemental Spirit, the more aspects of the
  element they will represent. Elemental Spirits most often
  use Emanation or Inundation attacks.
  EMOTIONAL SPIRITS
  Emotional Spirits are spirits that embody a single
  specific emotion or state of mind such as happiness,
  calmness, anger, or fear. Emotional Spirits like to seek out
  those who are naturally experiencing the same emotion
  that they embody. Emotional Spirits often use the
  Emanation method of attacking others if it ever has to
  attack. It is important to note that a Spirit of Anger is not
  the same thing as an Angry Spirit.
  HAUNTS
  Haunts are created when an Unborn Spirit visits the
  physical world and travels too close to traumatic events
  among the living. A violent death, a severe betrayal, the
  tortured existence of a prisoner can all attract an unborn
  spirit and change it into a Haunt, a spirit filled with
  distress, rage, and grief. These poor spirits are then often
  tied to the location of their creation. Yearning for release
  to the spirit world, and an end to their pain and suffering,
  a Haunt will attack any who catches their attention. Using
  Possession, Drain and Emanation attacks, a Haunt can be
  an extremely dangerous spirit. Those who suffer attacks
  from Haunts often relive the vile acts that brought the
  Haunt into being.
  Haunts are often mistaken for Ghosts or other types
  of Undead by those are not familiar with them. Clerics
  tend to get a bit upset when they attempt to Turn Undead,
  and find that they cannot.
  RATIONAL SPIRITS
  These spirits are defined by hard, cold logic. It rules
  their very existence and makes them the bane of all
  emotion. Once a Rational Spirit has decided upon a
  course of action, it is very difficult to change sway its
  decision. Doing so may only be accomplished through
  logic. Rational Spirits always use Possession attacks.
  SHAMAN SPIRITS
  Sometimes, a Shaman will enter the Spirit
  World and never return to the mortal realms.
  These Shamans do this for any number of
  reasons, although this occasionally happens
  accidentally as well. Such spirits retain all of the
  knowledge and skills that they had in physical
  world when they were alive. Luckily, this type
  of spirit is rare, and Shaman Spirits also often
  believe themselves to be above the concerns of
  the mortal world.
  If, for some reason, a Spirit Shaman
  decides to attack, it will do so using
  Possession. Once it has possessed somebody,
  it will be able to fully use all the spells, skills,
  and abilities that it had in life. It will also,
  unlike other spirits, have full access to the
  thoughts and memories of the person its host.
  STANDARD SPIRITS
  Standard Spirits are often called Unborn
  Spirits by Shaman and others who delve into the
  Spirit World. These spirits, unlike other spirits, have no
  focus or theme that defines them. They have only their
  base form; that of a small matrix of glowing, shifting
  colors. They also cannot make attacks of any type.
  Standard Spirits will slowly evolve over time until
  they transform into another type of spirit altogether.
  
  8
  HARPer’s Bazaar
  Issue #6
  THEMATIC SPIRITS
  Thematic Spirits are tied to specific locations on the
  physical world and to specific physical forms as well.
  Highly complex spirits, they exemplify individual themes or
  ideals. These spirits are most often found at points where
  the Spirit World and the physical world cross-over and
  connect, or at locations that are also strongly tied to the
  theme or idea that they embody.  So long as a Thematic
  Spirit stays within 100’ of the location to which it is tied, it
  receives no Taint. However, outside that radius, it will
  receive twice as much Taint would be considered normal.
  When they appear in the physical world, these spirits
  assume their physical forms. It is these forms that also
  determine the types of attacks used by these spirits as
  their attacks in the physical world are tied to their
  physical forms. It is rare for a Thematic Spirit to be able
  to use one of the normal types of Spirit attacks, but when
  it happens, Emanation and Possession attacks are the
  ones most often found.
  TOTEM SPIRITS
  Totem Spirits are some of the most complex spirits.
  They represent a specific goal, theme, and/or ideal much
  like Thematic Spirits, but they are not tied to a specific
  location. Instead, Totem Spirits are often tied to a specific
  person as a familiar. Even when not on the same plane as
  the Shaman, a Totem Spirit will quite likely be shadowing
  him in the Spirit World, most likely on the Astral Plane.
  The Totem Spirit may move from the Spirit World to
  the physical world freely, and almost instantaneously, but
  never more than one transition per round. While in the
  physical world, the Totem Spirit takes on the physical
  form of an animal or creature that has some connection
  to their ideology.  While in its physical form, the Totem
  Spirit has only the natural attacks and defenses of its
  physical form. It has the natural enemies and allies of its
  physical form as well. Exceptional Totem Spirits may
  occasionally have supernatural abilities as well, but this is
  very rare. In the Spirit World, their spirit form will always
  be a reflection of their physical form, and they normally
  use the Possession attack.
  Totem Spirits also grant special abilities to the
  character that they choose to follow when they become
  Totem Familiars. These special abilities are always
  dependant upon the ideology of the totem.
  Refer to page 10 for more information on the
  abilities of Totem Spirits in their role as familiars.
  UNDEAD SPIRITS
  Undead Spirits are the souls and/or spirits of once
  living people or creatures. For some reason, the spirit
  does not pass on to its afterlife. Instead, it remains tied to
  its body or to a specific location, such as the place of its
  death. These are your standard types of naturally
  occurring Undead, and include such things as Ghosts,
  Specters, Wraiths, and others. Undead that are created
  through spells, rituals, the actions of other Undead, or
  any sort of external agency are not considered to be
  Undead Spirits. The most telling aspect of an Undead
  Spirit is that it normally has no corporeal form.
  While all Undead Spirits may be affected by the spell,
  Turn Undead, not all undead will be able to affected by the
  spell, Banish Spirit. Since the spell, Banish Spirit, sends the
  spirit back to the Spirit World, undead that are affected by this
  spell will eventually return, being drawn back to whatever was
  holding them to the material plane to begin with.
  To permanently get rid of an Undead Spirit, the
  Shaman is going to have to work to lay the spirit to rest
  by either helping it complete some task, or showing it in
  some manner that it can move on to the afterworld.
  Sometimes, especially with Angry Spirits (of the Undead
  Spirit variety); the Shaman will have to force the spirit to
  move on to the afterlife.
  WILDLINGS
  Wildings are a unique type of spirits. They are also
  the most common type of spirit to be encountered. Each
  Wildling has an elemental affinity that determines what
  type of Wildling it is, even though no Wildlings have any
  sort of actual elemental abilities. Wildlings can freely
  move between the Spirit World and the physical World.
  Wildlings do not use any of the normal spirit type of
  attacks, and can only make the very slightest of attacks in
  the physical world, it often requiring a number of
  Wildlings to even do a single point of damage.
  For more information about Wildlings, refer to page
  4 of HARPer’s Bazaar #5.
  
  9
  HARPer’s Bazaar
  Issue #6
  SAMPLE SPIRIT STATISTICS
  The Devi and the Wildlings are already fully detailed
  in other HARP products. The Devi can be found in
  Monsters: A Field Guide and the Wildlings can be found in
  HARPer’s Bazaar #5.  This section will aid the GM in
  creating the other types of spirits described on the
  previous pages.
  The following tables provide Quick Stats and the
  Racial Stats for all of the types of spirits listed above
  except for Totem Spirits.  Totem Spirits have the exact
  same stats as the animals that they appear as. Stats for
  them may be found in the core HARP rulebook or in
  Monsters: A Field Guide.
  SPIRIT ABILITIES
  Spirits may have unusual abilities in addition to their
  normal forms of attack. These abilities help to define
  them and to make them different from other types of
  beings or creatures encountered.
  Mundane Invulnerability – Spirits cannot be
  harmed by non-magical weapons. Such
  weapons pass right through them without
  damaging them. All spirits have this ability.
  Iron Susceptibility – While non-magical weapons of
  all types do not harm spirits, metal weapons,
  specifically iron or steel weapons do cause spirits
  discomfort and pain. Just being near such
  weapons causes discomfort to the spirit. Being
  struck by such weapons, whether magical or not,
  will require that the spirit make a Magic-based
  RR(100) or they will receive -10 to all actions
  while the spirit is within 100’ of the metal. If the
  weapon is made of cold forged iron, then there is
  no Resistance Roll. Of all the spirits, only the
  Devi does not have this trait. Once a spirit has
  left the radius of Iron Susceptibility, the minuses
  from being struck by metal weapons will
  decrease by -1 for each minute since it left the
  area (i.e. -10 becomes -9, then -8, etc.).
  Planar Transition – While most spirits may only
  travel from the Spirit World to the mortal
  plane, there are a few types of spirits who can
  travel from one plane to the other at will. While
  such transitions are nearly instantaneous,
  spirits may only make the transition once per
  round. Only the Devi, Totem Spirits, Wildlings,
  and a few specific Conceptual Spirits are known
  to have this ability.
  Survival Instinct – All spirits except for the Devi have
  the Survival Instinct as described in the core
  HARP rulebook on page 155.
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  10
  HARPer’s Bazaar
  Issue #6
  TOTEM FAMILIARS
  When a character first becomes a Shaman, he performs
  a three day ritual that is taught to every Shaman. This ritual
  is so well taught that there is no skill or maneuver roll
  required to perform this ritual, and it does not count against
  any rituals known using the Magic Ritual skill.
  This ritual allows the Shaman to send a call out to the
  Spirit World. This call contains the blueprint of the
  personality and ideology of the Shaman. This call will be
  answered by a Totem Spirit of a similar mentality. The Totem
  Familiar Table can be used to randomly generate the form
  that the Totem Spirit takes, or the GM may choose one
  that he thinks is best for the character.
  The Totem Spirit that answers this call will always
  be a first level spirit. It will appear before the caster in
  its physical form, which is identical to the animal it
  represents. The Totem Spirit will gain experience as the
  Shaman does, always gaining an amount equal to the
  amount gained by the Shaman. A Shaman may only
  have one Totem Familiar at a time, and should the
  Shaman lose that familiar for any reason, he will have
  to perform the ritual again to gain a new one. The new
  familiar will always be of the same type as the previous
  familiar, and will always be first level.
  When a Shaman gains a Spirit Totem, he gains
  several abilities. Several of these abilities are common
  to both the Shaman and his totem, while others are
  abilities that the totem grants specifically to the
  Shaman so long as he is within range.
  Both the Shaman and the Totem gain the ability
  to determine the direction of the other. So long as the
  Shaman and the Totem are within range of one
  another, they will also be able to determine specific
  distance as well as direction. This range is equal to 50’
  for every level of experience that the Totem has.
  Both the Shaman and the Totem are also able
  to view the world through the other’s eyes, so long
  as both are on the material plane, by concentrating.
  However, this only works if they are within range of
  one another; that range being equal to 50’ per level
  of the Totem.
  Quite often a Totem Spirit will have a set of
  abilities that are specifically keyed to the ideology that
  it represents. These may or may not be different from
  the abilities that it grants to the Shaman.
  Finally, the Totem will grant specific abilities to the
  Shaman to which he is attached. These granted abilities
  are conferred to the Shaman for use in the pursuit of the
  Totem’s ideology. The powers and abilities granted by
  each Totem are unique to that particular Totem. This
  means that two Shamans with the same type of Totem
  Familiar would quite likely have difference granted
  abilities from their Totems.
  As the Totem Familiar gains experience and levels, the
  powers or abilities granted to the Shaman also grow in
  power. It is quite possible that they change over time as
  well. It is important to remember that the Totem will only
  grant one power or ability at a time, and that if the
  Shaman were to ever lose his Totem Familiar, he would
  also lose the granted ability as well. It is also possible that a
  Totem may withdrawal the granted ability from the
  Shaman should the Shaman not follow or pursue the
  ideology of the Totem, at least until the Shaman returns to
  the proper path. Also, a Shaman will only be able to make
  use of these abilities when he is in range of his Totem. That
  range is equal to 10’ for every level that the Totem has.
  
  11
  HARPer’s Bazaar
  Issue #6
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  The following are the five most common types of
  abilities granted by a Totem Familiar. However, these are
  not the only type of abilities that may be granted. It is up
  to the GM to determine what the actual abilities are that a
  given Totem will grant to the Shaman.
  Stat Bonuses – These start out at +1 to the appropriate
  stat bonus and increase by +1 for every three levels
  that the Totem Spirit has.
  Skill Bonuses – These start out at +2 to a skill that is
  related to the ideology of the Totem. As the Totem
  gains levels, this bonus may increase by another +2
  or another related skill may gain a +2 bonus. The
  total bonus to skills granted by the Totem cannot
  exceed double the level of the Totem.
  Spell Ability – With this sort of ability, the Totem
  actually grants a specific spell to the Shaman. The
  Shaman is treated as if they had 4 ranks plus an
  additional 2 ranks in the spell for each level that the
  Totem has. This spell will always be one that is
  related to the ideology of the Totem.
  Talents – A Totem could also grant a Shaman access to
  specific Talents. In such a case, the Totem would be
  granting talents that were related to its ideology. The
  Totem granting this type of ability would get 5 DPs
  per level for use in granting the appropriate Talent to
  the Shaman.
  Trait Enhancement – The Shaman could have a specific
  trait enhanced by the Totem. This is very subjective and
  should only apply to situations when the character is
  furthering the cause of the Totem. For example, the
  Totem could enhance the Shaman’s courage/fearlessness
  to help counter a fear causing effect, if doing so helped
  further the Totem’s cause.
  The above is just a small sampling of the abilities
  that a Totem could grant to a Shaman. As always, it is up
  to the GM to determine what is right for his campaign.  A
  GM might decide that the Totems in his game grant spell-
  like abilities akin to Blood Magic as described in College of
  Magics. A small ability that slowly grows in power as the
  Totem grows in power.
  Totem granted abilities may cause problems for the
  Shaman. The Shaman is not likely to want his Totem to be
  on the material plane in a dangerous situation, yet the Totem
  has to be physically near, and on the same plane in order for
  him to grant those abilities to his Shaman.
  
  12
  HARPer’s Bazaar
  Issue #6
  BANISH SPIRIT
  PP COST: 7
  RANGE: 50’
  DURATION: —
  SPELL TYPE: Attack
  RR: Magic
  SPHERES: Cleric, Mage, Shaman, Vivamancer
  DESCRIPTION: The target of this spell is banished back
  to the Spirit World. If used against an Undead creature,
  the Undead’s spirit is banished to the spirit world. This
  spell is not effective against undead created using the
  Animate Dead spell.
  SCALING OPTIONS:
  Additional Target (per target)
  +4 PP
  Increase Range (per +50’)
  +1 PP
  DETECT SPIRIT
  PP COST: 4
  RANGE: 50’
  DURATION: 2 rnds/rnk (C)
  SPELL TYPE: Utility
  RR: —
  SPHERES: Shaman
  DESCRIPTION: Caster is able to detect one the presence
  of any spirit within a 5’ radius, so long as the entire radius
  is within the range of the spell. The caster may
  concentrate on a different 5’radius area each round.
  This spell only tells the caster that a spirit is present,
  not any other information. If the caster uses the scaling
  option, Increase Information, then he will also learn the
  type of spirit and its general power level (weak, moderate,
  or strong). The power level is determined by comparison
  to the power level of the caster.
  SCALING OPTIONS:
  Increase Information
  +4 PP
  Increase Range (per +50’)
  +1 PP
  Increase Radius (from 5’ to 10’ radius)
  +2 PP
  Increase Radius (per +10’)
  +2 PP
  Increase Duration (5 rounds/rnk (C))
  +2 PP
  Increase Duration (10 rounds/rnk (C))
  +3 PP
  NEW SPELLS
  BEDEVILMENT
  PP COST: 11
  RANGE: 50’
  DURATION: 1 Day
  SPELL TYPE: Attack
  RR: Magic
  SPHERES: Shaman
  DESCRIPTION: This spell forces a spirit to haunt or
  attack a given location or target. Both the spirit and the
  person or place to be bedeviled must be within the range
  of the spell when it is cast.
  Should the scaling option, Permanent Bedevilment,
  be used, this means that the haunting/attacks last until
  the death or destruction of the focus of the haunting/
  attacks, or until the spirit is banished using the spell,
  Banish Spirit. Spirits bound to a focus using this spell
  gain a +25 to all Resistance Rolls against being banished.
  SCALING OPTIONS:
  Increase Duration (per each additional day)
  +6 PP
  Additional Spirits (per each extra spirit)
  +4 PP
  Increase Range (per +50’)
  +1 PP
  Permanent Bedevilment
  +10 PP
  Additional Targets (per target)
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  HEALING CHANT
  PP COST: 5
  RANGE: Touch
  DURATION: Concentration
  SPELL TYPE: Utility
  RR: —
  SPHERES: Shaman
  DESCRIPTION: So long as the caster continues to chant
  and concentrates, the target heals at the rate of 1 hit per
  round. When using the scaling option that allows for
  healing damage other than hits, the healing occurs over
  the same amount of time that the hits are healed.
  If the caster is healing multiple targets, then he must
  be touching the targets and/or they must be touching
  each other for this spell to work on them.
  SCALING OPTIONS:
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  +2 PP
  Increase Healing Rate (3 hits/rnd)
  +4 PP
  Increase Healing Rate (4 hits/rnd)
  +6 PP
  Increase Healing Rate (5 hits/rnd)
  +8 PP
  Increase Healing (all other damage)
  +5 PP
  Additional Targets (per target)
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  13
  HARPer’s Bazaar
  Issue #6
  SPIRIT BINDING
  PP COST: 7
  RANGE: 10’
  DURATION: —
  SPELL TYPE: Utility
  RR: —
  SPHERES: Shaman
  DESCRIPTION: Caster is able to temporarily bind a
  willing spirit into an item. This imbues the item with a
  power or ability that is related to the type of spirit, and
  the power of the spirit so bound. This item may only be
  used once, at which point the spirit is released back into
  the Spirit World. Multiple spirits may be bound into an
  item to give it more complex or more powerful abilities.
  The actual abilities of the item are left up to the Player
  and the GM to jointly decide.
  If the ability of the item created makes any sort of
  attack, then the attack has a modifier of +50 for an item
  containing a single spirit, with an additional +25 for each
  additional spirit bound into the item, if that additional
  spirit is not used to change or increase the abilities of the
  item.
  SCALING OPTIONS:
  Increase Uses (per additional use)
  +5 PP
  Bind Multiple Spirits (per additional spirit)
  +4 PP
  SPIRIT BOND
  PP COST: 18
  RANGE: 50’
  DURATION: 10 minutes/rnk
  SPELL TYPE: Attack
  RR: Will
  SPHERES: Shaman
  DESCRIPTION: Caster is able to create a bond between
  himself and a Spirit Thrall so that half of any hit damage
  received by the caster is shunted to the Thrall. If used to
  create a Bond to multiple spirits, then the shunted
  damage is split equally between all of the spirits.  Bonded
  spirits must remain with 100’ of the caster for this spell to
  be effective. The scaling option, Permanent Bond, may
  only be used on spirits that have been made into a
  permanent Thrall.
  SCALING OPTIONS:
  Increase Transfer (75% transfer)
  +3 PP
  Increase Transfer (100% transfer)
  +6 PP
  Increase Duration (1 hour/rank)
  +10 PP
  Bond Additional Spirit
  +4 PP
  Permanent Bond
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  SPIRIT BURN
  PP COST: 5
  RANGE: 50’
  DURATION: —
  SPELL TYPE: Attack
  RR: Magic
  SPHERES: Shaman
  DESCRIPTION: When cast, the spirit has to make a
  Resistance Roll or lose 10% of his total hits. Should a
  spirit lose all of his hits in this manner, it is totally
  destroyed.
  SCALING OPTIONS:
  Additional Targets (per target)
  +4 PP
  Increase Range (per +50’)
  +1 PP
  Increase Damage (per +10%)
  +3 PP
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  14
  HARPer’s Bazaar
  Issue #6
  SPIRIT CAPTURE
  PP COST: 20
  RANGE: 50’
  DURATION: —
  SPELL TYPE: Attack
  RR: Magic
  SPHERES: Shaman
  DESCRIPTION: Caster forcibly traps a spirit into a
  container possessed by the caster, and sets a seal upon
  opening of the container that prevents the spirit from
  leaving it so long as the container and the seal are intact.
  The trapped spirit may still use whatever senses are
  available to it based on the form of the container (i.e. it
  can see out if the container is a glass bottle). While
  trapped in the container, the spirit is trapped in the form
  of a colored mist. Breaking the seal or opening the
  container releases this mist which will billow forth and
  flow into the normal form of the spirit.
  When using the scaling option, Capture Multiple
  Spirits, each spirit must be bound or trapped in its own
  individual container. No more than a single spirit may
  ever be trapped or captured and bound into one
  container.
  When using the scaling option, Thrall Usage, the
  caster sets the container up so that the captured spirit
  may be released from its container once for each time
  that the scaling option is used. The spirit, when released,
  acts as if it was under the spell, Spirit Mastery. This means
  that it has to follow all of the orders given by the person
  who released it to the best of its ability. The spirit must
  follow all of the orders until the person who released it
  commands it to return to the container or until the
  duration of the Thrall Usage scaling option has passed. If
  the duration has elapsed, the spirit is forcibly returned to
  its container and cannot be released again until that
  duration has passed again. See the sidebar on Captured
  Spirits for more information
  SCALING OPTIONS:
  Increase Range (per +50’)
  +1 PP
  Capture Multiple Spirits (per additional spirit)
  +4 PP
  Thrall Usage Minor (per each usage)
  +7 PP
  Thrall Usage Major (per each usage per day)
  +14 PP
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  CAPTURED SPIRITS
  Spirits that have been captured and bound
  into containers are very unlikely to be happy
  about their imprisonment. When released, they
  are quite likely to take out their anger on those
  nearest them.
  Some captured spirits are bound into items
  with the Thrall Usage scaling options. These
  spirits may be released from their containers a
  specific number of times, or a specific number
  of times per day.
  If the scaling option, Thrall Usage Minor, is
  used, then the imprisoned spirit may be released
  a limited number of times prior to being
  released from its prison. Each time it is released
  it must follow the commands of the person
  who released it for up to 24 hours, or it is
  commanded to return to its container,
  whichever comes first. Once all of the “releases”
  have been used, the spirit will be released from
  its prison the very next time somebody tries to
  release it.
  If the scaling option, Thrall Usage Major, is
  used, then the spirit may be released a specific
  number of times each day. Each time it is
  released it must follow the commands of the
  person who released it until it is commanded to
  return to its container or until 1 hour has
  passed, whichever comes first. Should the spirit
  be released more times in a single day than is
  allowed by the spell, then the spirit will be
  permanently released.
  In both cases, the captured spirit is treated
  as being under the effects of a Spirit Mastery/
  Spirit Thrall spell for the durations given above.
  COMMANDING CAPTURED SPIRITS
  When released, using one of the Thrall
  scaling options, the spirit must obey all
  commands given to it by the person who
  released it. The spirit will follow these
  commands to the best of its abilities. However,
  it is important to point out that spirits do not
  have the same morals or ethics of people.
  
  15
  HARPer’s Bazaar
  Issue #6
  SPIRIT EMANATIONS
  PP COST: 7
  RANGE: Self
  DURATION: 2 rnds/rnk
  SPELL TYPE: Attack
  RR: Will
  SPHERES: Shaman
  DESCRIPTION: Caster imbues himself with the power
  of an Emotional Spirit. This power fills a 50’ radius,
  centered upon the caster. Targets within that radius must
  make a Resistance Roll or be overcome by the emotion
  being emanated. The actions of the targets will then be
  based upon those emotions. The caster is not immune to
  this effect and is also required to make a Resistance Roll.
  SCALING OPTIONS:
  Increase Radius (per +10’)
  +2 PP
  Increase Duration (5 rounds/rnk)
  +4 PP
  Increase Duration (10 rounds/rnk)
  +6 PP
  If the spirit’s master asks the spirit to bring
  him a pile of gold, the spirit will do so.
  Unfortunately, this pile of gold is going to come
  from the nearest stash that the spirit can locate.
  This could be the gold possessed by the friends
  of the spirit’s master or from a nearby bandit
  or king. Nor would this prevent the spirit from
  apologizing to the person he is stealing the gold
  from and letting them know who is behind the
  theft.
  To put it another way, spirits that have
  been captured by the use of the Spirit Capture
  spell tend to be very resentful of their
  imprisonment and the slavery that can also be
  imposed. Therefore, the spirits will be very
  literal in following any commands given, and
  will try to twist those commands in any way
  possible that allows them to get back at the
  person enslaving them.
  FOLKLORE
  Ages ago, a wise and powerful Shaman
  named Solmar captured many powerful spirits
  known as Djinn in bottles, and had those
  bottles taken to the farthest reaches of the world
  to be hidden. Not all of those bottles reached
  their destination however and from those that
  did not, came the legends of genies.
  One of the features of the spell as used by
  Solmar was that when the spirit was released, it
  had to ask the person who released it what that
  person wanted. This was often done was
  phrases such as “What is your wish”, “Your wish
  is my command”, and others along the same
  line.
  Tales and stories spread by those who had
  witnessed this grew in the telling until many
  people came to believe that a genie could grant
  anything that its master wished for.
  This is not true. The captured spirit is
  limited by its own abilities and powers.
  However, this belief has often worked to the
  advantage of the captured spirits as the more
  wily spirits have learned how to manipulate
  their masters into inadvertently freeing them
  from their imprisonment.
  SPIRIT LINK
  PP COST: 5
  RANGE: 10’
  DURATION: 2 rnds/rnk
  SPELL TYPE: Utility
  RR: —
  SPHERES: Shaman
  DESCRIPTION: Caster links his vision to that of a
  willing spirit. He can then view the world through the
  spirit. This does not give the caster any control over the
  spirit. While using this spell, the caster cannot view the
  world through his own senses. If the character is using
  the scaling option, Secondary Sensing, he can view
  through both his normal senses and those of the spirit.
  SCALING OPTIONS:
  Include Hearing
  +3 PP
  Increase Duration (5 rounds/rnk)
  +4 PP
  Increase Duration (10 rounds/rnk)
  +6 PP
  Secondary Sensing
  +5 PP
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  16
  HARPer’s Bazaar
  Issue #6
  SPIRIT MASTERY
  PP COST: 8
  RANGE: 50’
  DURATION: 2 rnds/rnk
  SPELL TYPE: Attack
  RR: Will
  SPHERES: Shaman
  DESCRIPTION: The caster may control the actions of
  one spirit, compelling it to obedience by sheer force of will
  and magic. When the spell is over, the spirit will act
  according to its normal nature. The caster cannot force
  the spirit to willingly submit to other spells.
  SCALING OPTIONS:
  Increase Duration (5 rounds/rnk)
  +4 PP
  Increase Duration (10 rounds/rnk)
  +6 PP
  Increase Duration (1 minute/rnk)
  +8 PP
  Control Additional Spirits (per additional spirit) +4 PP
  Increase Range (per extra 50’)
  +1 PP
  SPIRIT TRAP
  PP COST: 10
  RANGE: 10’
  DURATION: —
  SPELL TYPE: Attack
  RR: Magic
  SPHERES: Shaman
  DESCRIPTION: Caster is able to temporarily bind an
  unwilling spirit into an item. This imbues the item with a
  power or ability that is related to the type of spirit, and
  the power of the spirit so bound. This item may only be
  used once, at which point the spirit is released back into
  the Spirit World. Multiple spirits may be bound into an
  item to give it more complex or more powerful abilities.
  The actual abilities of the item are left up to the Player
  and the GM to jointly decide.
  If the ability of the item created makes any sort of
  attack, then the attack has a modifier of +50 for an item
  containing a single spirit, with an additional +25 for each
  additional spirit bound into the item, if that additional spirit
  is not used to change or increase the abilities of the item.
  SCALING OPTIONS:
  Increase Uses (per additional use)
  +5 PP
  Bind Multiple Spirits (per additional spirit)
  +4 PP
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  SPIRIT THRALL
  PP COST: 14
  RANGE: 10’
  DURATION: 1 Day
  SPELL TYPE: Attack
  RR: Magic
  SPHERES: Shaman
  DESCRIPTION: This spell may only be cast on spirits
  that are under the control of the spell, Spirit Mastery.
  When cast, it extends the duration of the Spirit Mastery
  spell to 1 full day.
  SCALING OPTIONS:
  Increase Duration (per additional day)
  +6 PP
  Increase Duration (1 day per rank)
  +15 PP
  Make Permanent Thrall
  +20 PP
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  17
  HARPer’s Bazaar
  Issue #6
  SPIRIT TRAVEL
  PP COST: 9
  RANGE: Self
  DURATION: 5 rnds/rnk
  SPELL TYPE: Utility
  RR: —
  SPHERES: Shaman
  DESCRIPTION: Caster transforms his body into a tiny
  pendant that hangs around the neck of his spirit form as
  it travels the edges of the spirit world. While in this form,
  the caster travels at 10 times his normal pace. At the end
  of the spell, the caster is returned to the mortal plane at
  his new location. To the caster, he appears as if he is
  traveling through a tunnel of swirling mist. Unless the
  caster has a spirit willing to guide him to a specific
  location or destination, the caster can only travel in a
  straight line in the intended direction, and the caster has a
  10% of going in the wrong direction altogether.
  The scaling option, Spirit Portal, allows the caster to
  create a mystical portal that allows any who enter it to
  travel in the manner described above. This portal remains
  open for an amount of time equal to the spell’s duration
  per rank. This means that if the duration is 5 rounds per
  rank, that the portal will remain open for 5 rounds. While
  the portal is open, any number of people or creatures may
  enter, and overall travel time is based on that of the caster.
  SCALING OPTIONS:
  Increase Duration (10 rounds/rnk)
  +6 PP
  Increase Duration (1 minute/rank)
  +8 PP
  Increase Duration (10 minutes/rank)
  +9 PP
  Additional Targets (per target)
  +4 PP
  Spirit Portal
  +15 PP
  SPIRIT WALK
  PP COST: 6
  RANGE: Self
  DURATION: 5 rnds/rnk
  SPELL TYPE: Utility
  RR: —
  SPHERES: Shaman
  DESCRIPTION: Caster separates his spirit form from
  his body and travels the edges of the Spirit World. This
  spirit form is linked to his body through a mystical
  umbilical. While traveling, he can view the mortal realm;
  although he is limited to viewing auras not actual people
  (see The Astral Plane on page 3 for more information).
  While in this form, the caster may travel, and even fly
  through the Spirit World at a rate equal to 10 times his
  base movement rate.
  Shortly before the end of the spell, the caster will feel a
  tugging through the umbilical. The greater the distance
  from his body, the stronger and the sooner he will feel the
  tugging. By following the umbilical, the caster can return to
  his body in half of the time that it would have taken him to
  travel straight from his body to his spirit’s location.
  SCALING OPTIONS:
  Increase Duration (10 rounds/rnk)
  +6 PP
  Increase Duration (1 minute/rank)
  +8 PP
  Increase Duration (10 minutes/rank)
  +9 PP
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  18
  HARPer’s Bazaar
  Issue #6
  SUMMON SPIRIT
  PP COST: 8
  RANGE: 10’
  DURATION: 2 rnds/rnk
  SPELL TYPE: Utility
  RR: —
  SPHERES: Shaman
  DESCRIPTION: Caster summons a spirit of a specific
  type. It appears in the Containment Circle (refer to
  College of Magics, pages 64-65 that the caster has created
  to receive the spirit. A spirit may not be summoned
  without a Containment Circle unless the scaling option,
  No Containment Circle, has been used. It takes 3 rounds
  for the spirit to appear. At the end of the duration, so
  long as the spirit is still within the Containment Circle, it
  will automatically be returned to where it came from. If
  the spirit is not within the Containment Circle at the end
  of the spell, it will remain in the mortal realm until it is
  banished or it returns to the Spirit World on its own. This
  spell gives no control over the summoned spirit.
  SCALING OPTIONS:
  Increase Duration (5 rounds/rnk)
  +4 PP
  Increase Duration (10 rounds/rnk)
  +6 PP
  No Containment Circle
  +8 PP
  Summon Known Spirit
  +8 PP
  Option 2
  xx PP
  The visions granted by this spell very specific in
  nature. They show the caster images and sounds that
  relate specifically to the topic about which the caster
  wishes to receive information. This form of scrying
  cannot show the caster images or scenes where the person
  or place have been warded (College of Magics, page 97). If
  the topic of a vision is a person or place, it must be one
  that the caster has physically seen before. He cannot scry
  out people that he has never seen, nor a place that he has
  never been. If the vision shows the caster a specific place,
  which contains people that he has never seen, those
  people will be seen as wavery forms that he will be unable
  to identify.
  SCALING OPTIONS:
  Increase Visions (2 topics)
  +4 PP
  Increase Visions (3 topics)
  +8 PP
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  VISION CHANT
  PP COST: 7
  RANGE: Self
  DURATION: 1 Hour
  SPELL TYPE: Utility
  RR: —
  SPHERES: Shaman
  DESCRIPTION: Caster goes into a trance for 1 hour,
  chanting the entire time, and gets a vision about a specific
  topic determined prior to this spell being cast. If the spell
  is interrupted and the caster does not remain within the
  trance for the full hour, he will not be able to remember
  the vision upon waking.
  WARNING CHANT
  PP COST: 8
  RANGE: Self
  DURATION: 1 Hour
  SPELL TYPE: Utility
  RR: —
  SPHERES: Shaman
  DESCRIPTION: When cast prior to another chant or
  spell in which the caster’s body is effectively incapacitated,
  such as with the Vision Chant or Spirit Walk spell, this
  will set up a 10’ radius area centered upon the caster with
  a simple specific trigger, such as a person entering the area
  or touching his shoulder and calling him by name, that
  will immediately cancel the incapacitating spell and bring
  the caster to full alertness 1 round later.
  SCALING OPTIONS:
  Increase Duration (per additional hour)
  +5 PP
  Increase Radius (per additional 10’ radius)
  +2 PP
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SOURCE: textdata/thevault/Harp/HARPer's Bazaar/HARPer's Bazaar 06.pdf