### **Description** Spiritcallers are those who feel the pulse of the Veil and have trained in the disciplines necessary to interact with spirits safely. This professional tree represents the essential foundation for anyone who would practice spirit magic: sensing the unseen, bargaining without offense, and channeling magical forces with precision. The _Spiritcaller_ tree is the **gateway into magical traditions**. While most Spiritcallers remain focused on the tradition they first unlocked, rare prodigies may discover others through extraordinary narrative events. --- ### **Overview of Tiers and Progression** - **Tier 1 (Spiritcaller 1+)**: Unlock your first magical tradition and gain basic spiritual awareness tools. - **Tier 2 (Spiritcaller 2+)**: Refine your magical control, enhance protective rituals, and gain cooperative magic options. - **Tier 3 (Spiritcaller 3+)**: Master advanced techniques to stabilize, empower, and support magic at the highest stakes. - **Tier 4 (Spiritcaller 4+)**: Achieve unparalleled harmony with the Veil, amplifying your magic and reinforcing the spirits you work with. **Cost:** Each tier costs **Tier × 3 Marks**, spent from any of the leading skills and attributes of your magical tradition. **Advancement:** Must unlock **Tier 1** before progressing to later tiers. --- ### **Tier 1 – Apprentice of the Veil** _(Spiritcaller 1+, 3 Marks)_ **Requirement:** At least one leading skill (**Attune, Rituals, Occultism**) at Rank 1. #### **Tradition Initiate (Mandatory)** As part of your initiation, you unlock a **single magical tradition** (e.g., Spirit Binding, Blood Sorcery, Alchemy). - This ability **has to be chosen** as the first ability of this tree. - This is an **ability of Tier 1** and requires narrative circumstances: training, a patron spirit’s favor, or initiation into an order. Choosing a second tradition is an ability of second tree, and so on. - Most Spiritcallers will only ever learn **one tradition**. Unlocking a second is rare and would require **significant narrative justification**. #### **Ability Choices (Choose One)** | **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** | | -------------------- | ----------- | ------------------- | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------- | | **Sense the Veil** | **Passive** | Always on | — | Gain **+1 die** to **Attune** rolls when detecting spirits, spiritual disturbances, or magical effects. | | **Spirit Etiquette** | **Passive** | Always on | — | Reduce the difficulty of first-contact negotiations with spirits by **1 success**. | | **Focus Reservoir** | **Effect** | Once per session | Any magical roll | Mark one die as **Persistent**. If it succeeds, you may keep the result and use it as an automatic success later in the same scene. | | | | | | | ### **Tier 2 – Conduit of the Veil** _(Spiritcaller 2+, 6 Marks)_ | **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** | | ------------------- | ----------- | -------------------------------------- | ------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | **Arcane Momentum** | **Passive** | Once per session | After a successful magical roll | Immediately regain **1 APR** after a successful magical action. | | **Warding Marks** | **Active** | 5 minutes | **Focus + Rituals** | You can place glyphs of warding against a Spirit to secure a small area or room (about 20m² Radius). Spirits must succeed in a Dominion test against your successes in order to cross the boundary you draw. | | **Spirit Ties** | **Effect** | Attaches to a Cooperative magical roll | — | When a spirit ability grants you marked dice, you can mark an additional die with the same effect. | --- ### **Tier 3 – Warden of the Veil** _(Spiritcaller 3+, 9 Marks)_ | **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** | | --------------------- | ---------- | ---------------------------------- | -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | **Veil Resonance** | **Meta** | Once per session | — | Lock one die on the roll for any of your tradition abilities. Gain **+1 automatic success** on this roll. | | **Spiritual Anchor** | **Active** | Once per session | — | You may **stabilize a collapsing ritual or binding** without rolling, preventing backlash. | | **Shared Channeling** | **Effect** | Attaches to an ally’s magical roll | **Spirit + Attune** | You may lend a marked die to an ally’s magical roll as by an ability of a shared tradition both of you have. Both of you mark one die as cooperative on this roll. | --- ### **Tier 4 – Master of the Veil** _(Spiritcaller 4+, 12 Marks)_ | **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** | | ---------------------- | ----------- | ------------------- | --------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Master of the Veil** | **Meta** | Once per session | — | Mark one die as **powerful** in any roll of an ability or ritual of your tradition. If your roll would not succeed, you gain as many additional **locked** dice on this roll as the value of the powerful die shows. | | **Spirit Dominion** | **Passive** | Always on | — | Spirits you work with through your tradition gain **+1 die** to resist disruption, banishment, or hostile interference (except against you). | | **Spirit Warden** | **Active** | 3 Actions | **Focus+Occult** vs. **Dominion** | Your will invokes a mystical barrier for Spirits by invoking the right runes and rituals. If a targeted Spirit loses the roll, they cannot act for one round. | --- > [!hint] **Design Notes** > > - **Tradition Unlock is now exclusive to Tier 1.** Additional traditions are narrative-only and extremely rare. > > - The rest of the tree focuses on **magical resilience, teamwork, and amplification**, rather than branching into new disciplines. > > - Tier 4 makes the Spiritcaller a **pillar in magical scenes**, enhancing their allies and safeguarding the Veil’s balance. >