The Spirit Realm

Your turn begins in The Spirit Realm.

Roll two dice for what you encounter within this realm of spirit:


2 = Sitting upon a cloud of spirit looms the majestic and beautiful queen of the spirit realm. If you choose, fight a Magical Combat with a spirit queen. The spirit queen's attributes are Arms: 5, Magic: 5, Craft: 5, Vitae: 5. You cannot end Combat with the spirit queen unless it has fallen. If the spirit queen has fallen due to Magical Combat with you, heal all Wounds you received due to Combat with the spirit queen, then gain a queen spirit. A queen spirit is an Ally. If you have the queen spirit at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the queen spirit first. The queen spirit's attributes are Arms: 5, Magic: 5, Craft: 5, Vitae: 5. If the monster has fallen due to Combat with the queen spirit, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you, then lose the queen spirit. If the queen spirit has fallen due to Combat with the monster, lose the queen spirit, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the queen spirit. If neither the queen spirit nor the monster has fallen due to the Combat between them, another Combat with the queen spirit and the monster occurs, with the queen spirit and the monster retaining any Wounds they received due to Combat with each other.


3 = A trio of troublesome spirits try to misguide you into entering a part of this realm that is deadly. Roll two dice. If the die roll is greater than your Magic, roll another die. You receive a number of Wounds equal to that die roll divided by two (round up).


4 = An ancient spirit offers to show you a spirit spell for empowering spirit monsters. If you choose, roll two dice. If the die roll is equal to or less than the total of your Magic plus your Craft, gain spiritsurge. Spiritsurge is a Spell. You may use spiritsurge at the start of any Magical Combat between any monster and an Ally of yours with the word 'spirit' in it's name. When used, increase the Magic of that Ally of yours with the word 'spirit' in it's name by an amount equal to it's Arms for that Magical Combat only. You may not use more than 1 spiritsurge per Combat.


5 = A soldier of the spirit realm appears before you and challenges you to a duel. If you choose, fight a Magical Combat with a spirit soldier. The spirit soldier's attributes are Arms: 3, Magic: 3, Craft: 3, Vitae: 3. You cannot end Combat with the spirit soldier unless it has fallen. If the spirit soldier has fallen due to Magical Combat with you, heal all Wounds you received due to Combat with the spirit soldier, then gain a soldier spirit. A soldier spirit is an Ally. If you have the soldier spirit at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the soldier spirit first. The soldier spirit's attributes are Arms: 3, Magic: 3, Craft: 3, Vitae: 3. If the monster has fallen due to Combat with the soldier spirit, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you, then lose the soldier spirit. If the soldier spirit has fallen due to Combat with the monster, lose the soldier spirit, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the soldier spirit. If neither the soldier spirit nor the monster has fallen due to the Combat between them, another Combat with the soldier spirit and the monster occurs, with the soldier spirit and the monster retaining any Wounds they received due to Combat with each other.


6 = Numerous spirits that are easily made into servants flit around this realm of spirit. If you choose, fight a Magical Combat with a spirit servant. The spirit servant's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. You cannot end Combat with the spirit servant unless it has fallen. If the spirit servant has fallen due to Magical Combat with you, heal all Wounds you received due to Combat with the spirit servant, then gain a servant spirit. A servant spirit is an Ally. If you have the servant spirit at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the servant spirit first. The servant spirit's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the monster has fallen due to Combat with the servant spirit, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you, then lose the servant spirit. If the servant spirit has fallen due to Combat with the monster, lose the servant spirit, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the servant spirit. If neither the servant spirit nor the monster has fallen due to the Combat between them, another Combat with the servant spirit and the monster occurs, with the servant spirit and the monster retaining any Wounds they received due to Combat with each other.


7 = You reach a nexus point between the spirit realm and your world, which you can use to return. If you choose, roll two dice. If the die roll is less than your Magic, your turn ends and the next turn will begin in The Haunted House; Proceed to that page if so.


8 = Many minions of spirit traverse this realm and will contract with those that beat them in a duel. If you choose, fight a Magical Combat with a spirit minion. The spirit minion's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2. You cannot end Combat with the spirit minion unless it has fallen. If the spirit minion has fallen due to Magical Combat with you, heal all Wounds you received due to Combat with the spirit minion, then gain a minion spirit. A minion spirit is an Ally. If you have the minion spirit at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the minion spirit first. The minion spirit's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2. If the monster has fallen due to Combat with the minion spirit, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you, then lose the minion spirit. If the minion spirit has fallen due to Combat with the monster, lose the minion spirit, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the minion spirit. If neither the minion spirit nor the monster has fallen due to the Combat between them, another Combat with the minion spirit and the monster occurs, with the minion spirit and the monster retaining any Wounds they received due to Combat with each other.


9 = Before you materializes a master mage of the spirit realm known as a mancer. If you choose, fight a Magical Combat with a spirit mancer. The spirit mancer's attributes are Arms: 4, Magic: 4, Craft: 4, Vitae: 4. You cannot end Combat with the spirit mancer unless it has fallen. If the spirit mancer has fallen due to Magical Combat with you, heal all Wounds you received due to Combat with the spirit mancer, then gain a mancer spirit. A mancer spirit is an Ally. If you have the mancer spirit at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the mancer spirit first. The mancer spirit's attributes are Arms: 4, Magic: 4, Craft: 4, Vitae: 4. If the monster has fallen due to Combat with the mancer spirit, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you, then lose the mancer spirit. If the mancer spirit has fallen due to Combat with the monster, lose the mancer spirit, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the mancer spirit. If neither the mancer spirit nor the monster has fallen due to the Combat between them, another Combat with the mancer spirit and the monster occurs, with the mancer spirit and the monster retaining any Wounds they received due to Combat with each other.


10 = An eldritch spirit offers to show you an incantantation for some powerful spirit magic. If you choose, roll two dice. If the die roll is less than the total of your Magic plus your Craft, gain spiritwrack. Spiritwrack is a Spell. You may use spiritwrack at the start of any Magical Combat between any monster and an Ally of yours with the word 'spirit' in it's name. If the Magic of the Ally with the word 'spirit' in it's name is equal to or greater than the Magic of the monster in the Magical Combat that spiritwrack was used at the start of, that monster receives a number of Wounds equal to the Vitae divided by two (round up) of the Ally with the word 'spirit' in it's name. You may not use more than 1 spiritwrack per turn.


11 = Before you appears a misty door that you are sure leads back to the haunted house you came from. If you choose, roll a die. If the die roll is less than your Magic, your turn ends and the next turn will begin in The Haunted House; Proceed to that page if so.


12 = Sitting on a ghostly throne of spirit floats the noble and powerful king of the spirit realm. If you choose, fight a Magical Combat with a spirit king. The spirit king's attributes are Arms: 6, Magic: 6, Craft: 6, Vitae: 6. You cannot end Combat with the spirit king unless it has fallen. If the spirit king has fallen due to Magical Combat with you, heal all Wounds you received due to Combat with the spirit king, then gain a king spirit. A king spirit is an Ally. If you have the king spirit at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the king spirit first. The king spirit's attributes are Arms: 6, Magic: 6, Craft: 6, Vitae: 6. If the monster has fallen due to Combat with the king spirit, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you, then lose the king spirit. If the king spirit has fallen due to Combat with the monster, lose the king spirit, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the king spirit. If neither the king spirit nor the monster has fallen due to the Combat between them, another Combat with the king spirit and the monster occurs, with the king spirit and the monster retaining any Wounds they received due to Combat with each other.


Unless you rolled a 7 or 11 and returned to The Haunted House, after your spirit realm encounter ends, your turn ends and the next turn will begin in The Spirit Realm; Stay on this page if so.


The Haunted House

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