Currents of Deepspirit
Undersea is a strange, alien realm whose inhabitants practice an equally strange, alien form of magic known as the Currents of Deepspirit. This discipline focuses on spiritual matters, primarily, though the watery nature of the world of its origin obviously has some influence upon it, and it has some very efficient peripheral healing magics. Currents of Deepspirit uses dark blue as its signature color.
Spells
| Spell | Type |
|---|---|
| Bearing Unseen Gifts | Readied (special) |
| Daughter of the Maelstrom | Circle |
| Blackfin Curse | Readied (packet) |
| Know the Spirit Ways | Instant (caster) |
| The Sea Forgets | Readied (packet) |
| Staying the Current | Ward |
| Coral Serpent’s Bite | Instant (packet) |
| Blood of Deep Waters | Instant (caster) |
| Balance, In All Things | Instant (packet or touch) |
| Touch of Wholeness | Readied (touch) |
| Walk the Spirit Path | Instant (caster) |
| The Shelled One’s Kin | Instant (caster) |
Rituals
| Ritual | Minimum Duration |
|---|---|
| Upon the Surface | 15 minutes |
| Silence Speaks Loudly | 10 minutes |
| This Too Shall Pass | 1 minute |
| Kindness for Simple Things | 5 minute |
| Wisdom of the Spirit Friend | 5 minutes |
| Drawing the Third Eye | 1 minute |
| The Sound that Pleases | 5 minutes |
| Eater of Pearls | 3 seconds |
| The Downstream Journey | 5 minutes |
| The Whirlpool’s Center | 10 minutes |
| The City is Life | 1 minute |
| Generous in Ease | 1 minute |
Spell Descriptions
Bearing Unseen Gifts
- Type
- Readied (special)
- Requirements
- The caster must hold the summoned Joss in their hands, the phys rep of which must be some form of “Dragon’s Tears”; any that is not held is immediately lost, and this spell may not be used at all without its physical representation. 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 given, though they may typically only accept a certain amount of it per day, based on their level of power.
Daughter of the Maelstrom
- Type
- Circle
- Requirements
- Must lay the phys-rep after one minute of concentration. When the spell ends, the phys-rep must be taken up. Casting Verbal “I beseech the aspect of Vathriagni’s center to bring forth a daughter of the maelstrom.”
Once cast, this circle manifests 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, 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. This circle appears as a ring of blue sea mist that swiftly courses around its circumference.
Blackfin Curse
- Type
- Readied (packet)
- Requirements
- The caster must hold an object made of dead organic material such as shell, leather, wood, or bone, else all remaining uses are lost.
- 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 to the location of their choosing. This spell does not harm a target’s Resilience in any way, and also has no effect on characters that already have two or more limb wounds.
Know The Spirit Ways
- Type
- Instant (caster)
- Requirements
- None
- 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, cannot attack the character 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 made will 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, and is denoted by the caster wearing a dark blue band of wide ribbon or fabric around their wrist. As with all “aura” based enchantments, the caster should inform applicable beings that they are under its effects by saying the name of the spell and showing them its manifestation, otherwise the targets need not abide by its effects.
The Sea Forgets
- Type
- Instant (packet or caster)
- Requirements
- None
- Casting Verbal (packet)
- “Know that by the endless turning of the maelstrom, in time, even the sea forgets!”
- 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.”
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. This spell cannot be nullified by the effects of the Circle of Radiant Morning, in any way whatsoever. Note that this casting counts as a Magic Drain effect, and it may be resisted entirely by those with exceptionally high Will.
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.”
Staying the Current
- Type
- Ward
- Requirements
- None
- 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 (simply by saying “Staying the Current” and touching the injured character). Staying the Current lasts until it is ended or for an entire event, whichever comes first. A character may only have one ward up at a time.
Coral Serpent’s Bite
- Type
- Instant (packet)
- Requirements
- None
- 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.
A Feat of Toughness may be used to resist the Poison, but not the damage.
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. As a strict roleplaying requirement, Poisoned characters must act as if they are in terrible pain. After 1 hour of being poisoned, the victim dies.
Blood of Deep Waters
- Type
- Instant (caster)
- Requirements
- None
- 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 take to 1, calling “Reduce” when hit with such. Note that Threshold is applied before Reduction effects. This spell lasts the caster’s Mastery in hours, and is explicitly incompatible with the Mysteries of Flame and Iron spell, Heart of Embers.
Balance, in All Things
- Type
- Instant (packet or touch)
- Requirements
- None
- Casting Verbal (packet)
- “Like the whirlpool Vathriagni who fosters and devours, I demand (2 x Mastery)-fold balance in all things!”
- Casting Verbal (touch)
- “Like the whirlpool Vathriagni who embraces and proscribes, I reflect the balance inherent 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. The touch version of this spell will increase its target’s Mastery by 1, for two hours. A second Balance, in All Things does not offer any further increase in mastery; instead, it simply replaces the original effect. Note that this spell will not stack with any other similar enchantment, and vice-versa.
Touch of Wholeness
- Type
- Readied (touch)
- Requirements
- The caster must not suffer a wound, Poison, or Quick Venom effect, else all remaining uses are 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.” (after 3 seconds of concentration) Activation Verbal (poison healing) “May your blood be cleansed by the touch of wholeness.” (after 3 seconds of concentration)
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 1, per use. This spell cannot be used on characters who are Critical, in either fashion.
Walk the Spirit Path
- Type
- Readied (special)
- Requirements
- The caster must clasp their hands to their chest in an exaggerated motion, steepling their index fingers. 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 caster to shift into the Spirit World, becoming immaterial; while in this state, the caster can only walk up to (Mastery x 10) steps, or else the spell ends. In addition, the character is immune to all magic and attacks except effects that specifically state that they can target immaterial creatures, and they can only be seen or heard by spirits or by characters that possess the Empathic Trait. All negative ailments such as bleeding, poison, and the like, are still in full effect. With this spell active, the caster counts as a spirit for the purpose of effects that only affect such. If an immaterial character drops the required gesture, moves at more than a normal walking speed, or takes more than their allotted steps, the spell ends. When this spell ends—by whatever means—the caster must say “I appear,” in a loud tone of voice, so that all those around them can “see” them materialize.
A character under this spell, though nearly untouched by the material world, is nevertheless in a strange reflection of it. The Spirit World has most of the same physical features as the material, meaning that this spell may not be used to negotiate physical challenges, barriers, or traps. Certain objects and locations only exist in the Spirit World, however, and only those in an Immaterial state may interact with them.
The Shelled Ones’ Kin
- Type
- Instant (caster)
- Requirements
- None
- 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 by 2. Current Vitality is unaffected and the caster must rest (or use other means of Vitality restoration) in order to gain any benefit from this spell. As with all enchantments, this spell does not stack with itself and simply replaces a previous, duplicate casting. This spell does not grant levels in the Tough trait. The Shelled One’s Kin lasts a number of hours equal to the caster’s Mastery.
Ritual Descriptions
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.
Silence Speaks Loudly
- Duration
- 10 minutes
While in the company of at least two other characters, the character doing this ritual must remain silent during its duration. If the other characters leave their presence or the character speaks, the ritual fails. If the character does not remain conscious for the entire time, the ritual fails.
This Too Shall Pass
- Duraton
- 1 minute
The character gives or receives an object (a tagged item with an in-game value) to/from another person, explaining to them the cyclical nature of all things. If either character returns the object within the day, the ritual is Fouled for the remainder of the event.
Kindness for Simple Things
- Duration
- 5 minutes
Placate, flatter, or apologize to the “spirit” of at least 3 objects or structures. That is, the character must talk to inanimate objects or buildings as if they were actually spirits. If a location does have a spirit, and it deigns to talk to the character, this does not disrupt the ritual.
Wisdom of the Spirit Friend
- Duration
- 5 minutes
The character must speak amiably to a spirit for 5 minutes without angering it, offending it, or driving it off.
Drawing the Third Eye
- Duration
- 1 minute
The character 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.
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 your playing, the ritual fails.
Eater of Pearls
- Duration
- 3 seconds
Grind a pearl into your food and eat it. Obviously, the pearl must be an in-game item that is Destroyed in the process (give the pearl to a marshal as soon as is convenient). Though the player need only mime the action before they eat their food, using salt or sugar to mimic a ground pearl is encouraged.
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. A character is considered harmed if they take a wound or are the successful target of a harmful spell. If one or more of the characters stop walking for more than 3 seconds, including the ritualist, this ritual fails.
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 character opens their eyes or if the energetic sounds grow silent for more than 1 minute.
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 character must have an audience of two or more individuals throughout the duration of the ritual, else it fails.
Generous in Ease
- Duration
- 1 minute
Someone must perform a favor for the character, and the character must reward them with a tangible gift (a tagged item, 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 during the same event, 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.
