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The Spheres
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=SPIRIT= Reflected in myriad mirror worlds are the realms of Spirit. The Spirit realm holds ephemeral counterparts to objects, creatures and places. The entities that flit about often serve as perfected ideals of some concept, while emotions play such a strong part that they shape the very landscape. The realms of Spirit encompass every hope, fear or ideal of humanity, and much more besides. Mages who intend to deal with Spirit have a daunting task ahead. Travel into the spirit realms became difficult long ago. In the modem age it’s nigh- deadly. An unprepared mage who travels into the Umbra may well injure or kill himself. Even those who are cautious learn quickly that the Umbra is a volatile place, ever-changing and too large to be mapped or cataloged, no matter how much mages might try. Only those heroes who would risk forays into the unknown through perilous gates dare to walk the Umbra itself. Even without traveling to the Umbra, though, a mage with command of Spirit has potent power. Spirits themselves manifest in a multitude of forms, and an experienced mage can coax, cajole and deal with many of them. Since a spirit’s power does not stem from vulgar magics, the entity can often create mystical Effects that might be beyond the capabilities or daring of the mage. This property of the Sphere allows a mage a great deal of flexibility, for the many spirit allies of a diplomatic mage can provide a great deal of variety in their assistance. A mage who crosses into the Umbra, or who reaches through to affect a spirit there, must suffer the effects of the Avatar Storm. This hazard causes one level of aggravated damage for every two Arete Traits the mage has (rounded up).
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