Currents of Deepspirit
Greetings to those who seek enlightenment. I (Ghost Tiger) have chosen as my next topic of summary the Apsara Sorcery workings known as the Currents of Deep Spirit. I would like to stress that this is only the briefest and most novice of introductions. My (Ghost Tiger) notes are comprised from interviews, practical experience upon receipt, and what few texts I could find. This is not intended as an insult, but a humble and attempt to help qualify the inner will workings of the Apara.
The first thing anyone should realize is that the Apsara are people of the sea. I have very little concept of what a sea is. In my world waters can be walked around, even if it takes days. The depths can be sounded and water, while vital for life, is also dangerous if not respected. For the Apsara, my understanding is, they move through water as we move through air. It is all around them and their concepts include up and down as equally as we may only consider the 4 cardinal directions. I will not say what is in the mind of an Apsara, because their world is so radically alien from my perception, but I will say their personalities are not so far removed. With this in mind, I have attempted to not only explain and categorize the magic they have brought to the Forest, but to select common paths one might follow. Hopefully this sense of order will aid any who choose further study. I must stress, that this order is placed by me (Ghost Tiger) and will in all likelihood reflect my personal bias. I will try to be impartial and hope that the Apsara will forgive any undue assumptions. I will also state, unequivocally, that the Apsara place no strictures or guidelines that I have been privy to, in regards to the path of the Ghandarva.
I have divided the teachings into 3 paths: The Spirit Diplomat, the Spirit Warrior, the Physical Hunter. There is one spell, that I see as being unique to the way of life to the Apsara. This is Walk the Spirit Path and would seem to be important to all three paths (Diplomat, Warrior, Hunter). Walk the Spirit Path is the epitome of the Apsara life in that it brings them in direct contact with those that are so important to them. It is hard to imagine any Apsara not embracing this. I have been told that some of those who are more demonstrate more empathy than others have a “site” that allows them to view into this world, but it is looking in from the outside.
I will clarify a couple of things so that one may understand the jargon used below. * A readied magic is one that is cast first in preparation,than held until it is activated and discharged. As a bow is first drawn, that would represent the casting verbal, and releasing the bow at the target would be the activation. * Activation is the release of magic. * An Instant magic is one that has but one condition to be completed. Much like the swing of a sword, the very action is the beginning and end. * A “packet” of energy is the concentrated force that the inner will workings of sorcery produce. Various shades of blue seem to be common among the Current of Deep Spirit which may reflect the source of the magic or a reflection of what is produced inside of the caster. * A Ward is a sort of protection that encircles the target with the intention of preventing other magics or changes from taking place. Most wards last as long as the caster has properly charged energy or “charges” within them. Also, as far as I (Ghost Tiger) can tell, most wards can produce a secondary effect upon release of the ward. It may be helpful to think of some sort of mystical armor that degrades upon each strike.
I would also like to point out there are both verbal and physical component to many of these “magics” that need to be followed. I am not a practitioner, so I can not speak to the result of the failure (beyond the magic not working).
I will begin with the Physical Hunter.
Physical Hunter
These working reflect the ability of the caster to hunt or be protected from the forces that could cause physical harm in the Undersea. While there are other magics that can and do affect the physical world, these are particular to hunters. Guards would all do well to follow this path.
(H)Walk the Spirit Path
Requirements
The caster must clasp their hands to their chest in an exaggerated motion, steeping their index fingers, which helps focus the mind and body on the spirit world. The spell ends the instant they drop this required gesture.
Casting Verbal
“Let the secrets of the unseen world reveal themselves to me, for I walk the spirit path.”
This spell causes the Sorcerer’s body becomes immaterial; while in this condition, the caster can only walk up to Mastery x 10 steps before the condition ends. In this state, the character is immune to all magic and attacks except effects that specifically state that they can target Spirits (immaterial beings), and they can only be seen or heard by spirits or by characters that possess the Empathic Trait. The casters physical condition does not change so bleeding, poison, and the like, are still in full effect on an immaterial character. If an immaterial character drops the required gesture, moves at more than a normal walking speed, or takes more than their allotted steps, their concentration is lost and the change ends. When this spell ends—by whatever means— tends to displace a large amount of air and a loud sound occurs.
A character under this spell may (usually) negotiate physical challenges and hazards as if they weren’t there, but at other times their movement is mysteriously blocked.
(H)The Sea Forgets
Type
Instant (packet or caster)
Casting Verbal (packet)
“Know that by the endless turning of the maelstrom, in time, even the sea forgets!”
Targets affected by the packet version of this spell may not call Feats of Will or cast spells of any sort until they get 10 minutes of standard rest. As an additional effect, if this spell successfully targets a character currently maintaining a Circle, that circle drops immediately.
Casting Verbal (caster)
“The Sea turns and pain is lessened; it turns again and grief becomes memory; it turns once more, and all is forgotten.”
The caster version of this spell enchants them with the renewing power of the great whirlpool. For a number of hours equal to their Mastery, if stricken with a Mental effect, they may overcome its effects at any time during its duration by closing their eyes, concentrating for 3 seconds, and audibly intoning “The Sea Forgets.”
(H)The Shelled Ones’ Kin
Type
Instant (caster)
Casting Verbal
“I pull to myself the destiny of the great leviathans, granting me the enduring aspect of the shelled ones’ kin.”
This spell simply increases the caster’s maximum Vitality (2) a trait common among those who demonstrate a natural Toughness. This spell does not make a person naturally tough. The Shelled One’s Kin lasts a number of hours equal to the caster’s Mastery.
(H) Coral Serpent’s Bite
Type
Instant (packet)
Casting Verbal (packet)
“The coral serpent moves from silent waters to poison your flesh with its (Mastery)-fold bite!”
This packet-based spell does the caster’s Mastery in magic damage to the location it hits. If the target suffers a wound from this spell, they are Poisoned at a strength equal to the Mastery of the caster. If this spell does not cause a wound, no other effect takes place.
While a target is Poisoned, they become Prone and cannot stand without aid; they must lie down, sit, or kneel. The only way to move from their position under their own power is by crawling on their hands and knees, though they may attack and defend as normal. After 1 hour of being poisoned, the victim dies.
Spirit Warrior
(W)Walk the Spirit Path
See above…
(W)Staying the Current
Type
Ward
Casting Verbal
“I stand though the waves crash against me; through the power of deepspirit I will stay the current.”
With this spell up, a caster may “burn” a Currents of Deepspirit charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as “Ward,” when activated. The caster can end this spell for a “free” instance of such a resist, or to instantly Stabilize a single Critical individual. The caster must say “Staying the Current” and touch the injured person. Staying the Current lasts until it is deliberately ended.
(W)Balance, in All Things
Type
Instant (packet or touch)
Casting Verbal (packet)
“Like the whirlpool Vathriagni who fosters and devours, I demand (2 x Mastery)-fold balance in all things!”
This spell allows the caster to throw a single packet that does twice their Mastery in magic damage to a single spirit. Any spirit damaged by this spell may not dematerialize for 5 minutes. This spell will only affect spirits or beings who count as spirits.
Casting Verbal (touch)
“Like the whirlpool Vathriagni who embraces and proscribes, I reflect the balance inherent in all things.”
The touch version of this spell will artificially increase its target’s Mastery by 1, for two hours
(W)Blood of Deep Waters
Type
Instant (caster)
Casting Verbal
“Let evil wash over and around me, for I am the heart whose blood is of deep waters.”
While under this spell, the caster gains two levels of enhanced healing (decreasing their healing time, once Stable, by 2 degrees: see Healing skill). The caster also reduces all Cold damage they may receive to the level of a single strike (1), calling “Reduce” when hit with such. This spell lasts the caster’s Mastery in hours, and seems explicitly incompatible with the Mysteries of Flame and Iron spell, Heart of Embers (to be discussed later).
(W)Blackfin Curse
Type
Readied (packet)
Requirements
The caster must hold an object made of dead organic material such as shell, leather, wood, or bone or lose focus and the spell fails.
Casting Verbal
“I call to the darkest and cruelest sea-spirits, that they might grant me knowledge of the blackfin curse.”
Activation Verbal
“I wither your limb with the blackfin curse!”
The caster manifests their Mastery in packets. Targets stuck by this spell take a limb wound. It seems to have no effect on characters that already have two or more limb wounds.
Spirit Diplomat
(D)Walk the Spirit Path
See above …
(D)Know The Spirit Ways
Type
Instant (caster)
Requirement
A dark blue band of wide ribbon or fabric around their wrist.
Casting Verbal
“Let my third eye open to the flows of endless currents, for I shall know the spirit ways.”
This spell causes the character to appear pleasing to spirits. Spirits, as a result, usually do not attack the caster unless the character attacks first, or they have personal grudge against that specific character. In addition, spirits are more likely to interact with those who have this spell up, and every statement seems to be taken by them in the best possible way. This can turn accidental insults into charming blathering, and turn idle small talk into enchanting conversation, in the eyes of the spirit. This spell lasts for one hour per level of the caster’s Mastery.
(D)Bearing Unseen Gifts
Type
Readied (special)
Requirements
The caster must hold the summoned Joss in their hands or the spirit material fades. This spell ends when the caster is out of the spirit matter.
Casting Verbal
“I call to the divine pool at the center of all things, so that I might become the bearer of unseen gifts.”
This spell manifests a number of Joss equal to the caster’s Mastery. Joss is an ephemeral substance made from spirit matter; spirits highly value it and most will bargain favorably for it. Joss must be carried in one’s hands at all times, or else it evaporates into brilliant lilac colored steam. If it is dropped, given to another person, or placed in a container, the Joss disappears. Spirits are the only beings to whom this substance can be passed. Accepting these items seems to ad power or energy to the spirit but this is unconfirmed by me (Ghost Tiger).
(D)Daughter of the Maelstrom
Casting Verbal
“I beseech the aspect of Vathriagni’s center to bring forth a daughter of the maelstrom.”
This circle appears as a ring of blue sea mist that swiftly courses around the spell’s defined circumference and acts as a nearly impenetrable barrier through which no material being of any kind may enter or leave. Those within its radius are immune to attacks of all types (melee, magic, missile weapons) from those outside it, but may not use those effects on anyone outside the circle either. Immaterial beings, or those under similar effects a (Walk the Spirit Path), however, may traverse its boundaries freely. As with all circles, this spell’s circumference may measure no more than five times the caster’s Mastery.
(D)Touch of Wholeness
Type
Readied (touch)
Requirements
The caster must not suffer a wound or poison of any type, or their focus is gone and the spell is lost.
Casting Verbal
“As all things pass into the center, so all things emerge again; by my touch this wholeness is known.”
Activation Verbal (wound healing)
“May your flesh know again the touch of wholeness.”
Activation Verbal (poison healing)
“May your blood be cleansed by the touch of wholeness.”
When this spell is cast, the caster gains their Mastery in uses of this spell. By touching an individual, concentrating for 3 seconds, and then saying its activation verbal, this spell can be used to heal a target of a limb wound. Alternately, this spell can be used on a poisoned character to reduce the power of any poison affecting them by a medical degree, per use. This spell cannot be used on characters who are Critical, in either fashion.
Below are the rituals and practices that help the sorcery charge their inner being. Just as there is a unique spell that is shared by all three paths, there is a ritual that is shared as well.
Ritual Descriptions
(D, W,H)Drawing the Third Eye
Duration
1 minute
The caster carefully draws or redraws an eye upon their forehead. The eye must be clearly visible to all observers, and must remain in place until it naturally wears off, or until the character does the ritual again. This represent the inner peace and harmony with which all Apsara seek to aspire both in the physical and spiritual world.
(H)The Downstream Journey
Duration
5 minutes
Walk to a new destination with at least two friends for the duration of this ritual, with no one coming to harm. If one or more of the friends stop walking for more than 3 seconds this ritual fails.
(H)The City is Life
Duration
1 minute
Proudly recite the qualities of your home city, the achievements of some of its prominent citizens, and/or descriptions of its beautiful locales. The caster should have an audience of two or more individuals throughout the duration of the ritual.
(H)Silence Speaks Loudly
Duration
10 minutes
While in the company of at least two other people, the caster doing this ritual must remain silent during its duration. If the other people leave their presence or the caster speaks, the ritual fails. If the caster does not remain conscious for the entire time, the ritual fails.
(W)Upon the Surface
Duration
15 minutes
Meditate on a bowl, pool, or body of water, upon which is placed a leaf, stick, or other natural object that will float.
(W)This Too Shall Pass
Duration
1 minute
The character gives/receives an object to/from another person, explaining to them the cyclical nature of all things. If the object is returned within the day, the ritual is Fouled.
(W)Eater of Pearls
Duration
3 seconds
Grind a pearl into your food and eat it. Obviously, is Destroyed in the process. Using salt or sugar to enhance or cover the taste is encouraged.
(W)The Whirlpool’s Center
Duration
10 minutes
Meditate with closed eyes while in the presence of boisterous talk, music, or laughter. The ritual fails if the caster opens their eyes or if the energetic sounds grow silent for more than 1 minute.
(D)Kindness for Simple Things
Duration
5 minutes
Placate, flatter, or apologize to the “spirit” of at least 3 objects or structures. That is, the caster must talk to what I (Ghost Tiger) can only determine are inanimate objects or buildings as if they were actually spirits. I (Ghost Tiger) am still unsure as the the exact nature of spirits in the Forest, though I (Ghost Tiger) am lead to believe that in the Forest, all or most items are imbued with a spirit. If a location does have a spirit, and it deigns to talk to the character, this does not seem to disrupt the ritual.
(D)Wisdom of the Spirit Friend
Duration
5 minutes
The caster must speak amiably to a spirit for 5 minutes without angering it, offending it, or driving it off.
(D)The Sound that Pleases
Duration
5 minutes
Audibly play a musical instrument while in a public place. You need not have a dedicated audience, but if anyone criticizes the playing, the ritual fails.
(D)Generous in Ease
Duration
1 minute
Someone must perform a favor for the caster, and the character must reward them with a tangible gift as in items, gem, or money. If the helper does not consider the remuneration pleasing, the ritual fails. After performing the ritual, the ritualist may not accept any gift from the helper for about 3 days, or else the ritual becomes Fouled. This ritual may be Purified by the ritualist giving away a tangible gift that is worth at least double the amount of the gift that caused the Fouling. The same fouling condition applies to this act of contrition, which can lead to rapidly escalating expense. It does not seem to be a problem if the caster asks for this transaction to take place or explains what the conditions or intentions of this ritual are.
Penned by the 3rd rank Scholar, Explorer Bai Guey-hu,
called the Ghost Tiger
