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Description: Mediumship is serving as the physical vessel for the metaphysical power of another being. The most common form of this is someone who was born with weak or partial soul magic being able to use other souls to make them stronger. Anyone engaging in this practice has to have a method for finding these souls--usually undead, very rarely from a living being (that comes closer to soulbonding).

What spheres and the power thereof are determined by the soul being used and the soul of the user, though usually the user's soul is irrelevant.

Spheres: If a soul was a soul mage in life, then that soul will carry the spheres they had at the time of death at the power level thereof. If a soul had faith, said faith will translate into soul magic for the medium at the power level of the faith. Any phantasmal undead is capable of serving as a soul for a medium, but the weaker ones are usually safer to use--otherwise, the soul might take over. If the soul was another kind of mage, then the medium will be able to use their spheres at a leseer rate (-6 for mind, -5 for body, -3 for heart).

A soul used will also convey a sphere based on the species of the former being at a power level equal to the potency of that being. Some species will convey multiple spheres. A complete breakdown is here: Spheres.

Focusing: Mediums cannot focus energies like normal soul mages unless the soul they are using was a soul mage, at which point is the same as other soul magic.

Learning: Learning mediumship is complicated. What a medium needs to learn are how to find souls, how to accept souls, how to tap the souls' energies, and how to keep from being controlled by souls. These skills are "finding," "accepting," "tapping," and "resisting." Anyone who has the capability to be a medium but not these skills has them default to awareness and will power.

Finding can be made easier if the user has the power to see souls naturally or to detect undeath in any significant way. However, finding also serves as the skill used to discern what power of phantasm the medium is dealing with. Telling a wraith or vilechant from a spectre or shade is impossible to fail, unless the medium has no knowledge of the undead whatsoever, but telling a phantom from a ghost is a much more difficult proposition.

Accepting is tricky. It generally requires finding the anchor of one's own soul (usually the heart or eyes) and allowing the other soul to attach to it. If the other soul's anchors in life were different, connecting may be more difficult. Haunts are known to be able, however, to connect to anyone, though they naturally try to control them. Doing this is said to be unhealthy for the soul, especially by priests of the Silver Mother or Death Herself. This score is rolled to begin use of a soul.

Tapping is the ability to use the soul as a source of magical power. The difficulty here lies in how powerful the soul is. The difficulty is an inverse relationship--the weaker the soul, the harder it is to tap the power. So a soul with a 1 meta magic would be a 25 difficulty to tap. For this reason, moderately powerful souls are preferred.

Resisting is simply using the will to refrain from being controlled. This is a direct relationship--the stronger the soul, the harder it is to resist.

The below chart gives the time in years it takes to master each skill.

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Skill Finding Accepting Tapping Resisting

25 180 333 1801 175

24 151 240 999 140

23 144 181 501 105

22 111 121 333 91

21 101 101 151 77

20 93 81 97 70

19 81 69 69 63

18 78 57 48 56

17 72 48 39 49

16 64 40 33 42

15 56 33 29 35

14 50 26 25 28

13 42 20 21 24.5

12 39 15 18 21

11 36 11 15 17.5

10 31 8 12 14

9 23 6 9 10.5

8 17 5 6 7

7 12 4.25 5 5.75

6 10 3.75 4 4.5

5 7.5 3.5 3 3.625

4 5 3.25 1.5 2.75

3 3.5 3 1 1.875

2 2 2.75 .75 1

1 1 2.5 .25 .125

Fatigue: Fatigue is the same as soul magic, but any result that ends in KO or death results in the user being taken over by the soul they are using. Any depletion of WIL to 0 or more results in KO.

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Power Exceptional success Special success Normal success Tie Normal failure Special failure Exceptional failure

25 -16/1 hour -19/1 hour -22/1 hour -25/1 hour Death Death Death

24 -13/1 hour -16/1 hour -19/1 hour -22/1 hour -25/1 hour Death Death

23 -10/1 hour -13/1 hour -16/1 hour -19/1 hour -22/1 hour -25/1 hour Death

22 -7/1 hour -10/1 hour -13/1 hour -16/1 hour -19/1 hour -22/1 hour -25/1 hour

21 -4/1 hour -7/1 hour -10/1 hour -13/1 hour -16/1 hour -19/1 hour -22/1 hour

20 -1/1 hour -4/1 hour -7/1 hour -10/1 hour -13/1 hour -16/1 hour -19/1 hour

19 -7/30 minutes -10/30 minutes -13/30 minutes -16/30 minutes -19/30 minutes -22/30 minutes -25/30 minutes

18 -4/30 minutes -7/30 minutes -10/30 minutes -13/30 minutes -16/30 minutes -19/30 minutes -22/30 minutes

17 -1/30 minutes -4/30 minutes -7/30 minutes -10/30 minutes -13/30 minutes -16/30 minutes -19/30 minutes

16 -7/10 minutes -10/10 minutes -13/10 minutes -16/10 minutes -19/10 minutes -22/10 minutes -25/10 minutes

15 -4/10 minutes -7/10 minutes -10/10 minutes -13/10 minutes -16/10 minutes -19/10 minutes -22/10 minutes

14 -1/10 minutes -4/10 minutes -7/10 minutes -10/10 minutes -13/10 minutes -16/10 minutes -19/10 minutes

13 -7/1 minute -10/1 minute -13/1 minute -16/1 minute -19/1 minute -22/1 minute -25/1 minute

12 -4/1 minutes -7/1 minute -10/1 minute -13/1 minute -16/1 minute -19/1 minute -22/1 minute

11 -1/1 minute -4/1 minutes -7/1 minute -10/1 minute -13/1 minute -16/1 minute -19/1 minute

10 -7/30 seconds -10/30 seconds -13/30 seconds -16/30 seconds -19/30 seconds -22/30 seconds -25/30 seconds

9 -4/30 seconds -7/30 seconds -10/30 seconds -13/30 seconds -16/30 seconds -19/30 seconds -22/30 seconds

8 -1/30 seconds -4/30 seconds -7/30 seconds -10/30 seconds -13/30 seconds -16/30 seconds -19/30 seconds

7 -7/9 seconds -10/9 seconds -13/9 seconds -16/9 seconds -19/9 seconds -22/9 seconds -25/9 seconds

6 -4/9 seconds -7/9 seconds -10/9 seconds -13/9 seconds -16/9 seconds -19/9 seconds -22/9 seconds

5 -1/9 seconds -4/9 seconds -7/9 seconds -10/9 seconds -13/9 seconds -16/9 seconds -19/9 seconds

4 -1/3 seconds -4/3 seconds -7/3 seconds -10/3 seconds -13/3 seconds -16/3 seconds -19/3 seconds

3 none -1/3 seconds -4/3 seconds -7/3 seconds -10/3 seconds -13/3 seconds -16/3 seconds

2 none none -1/3 seconds -4/3 seconds -7/3 seconds -10/3 seconds -13/3 seconds

1 none none none -1/3 seconds -4/3 seconds -7/3 seconds -10/3 seconds

Casting: How it works!

Medium decides to cast a spell. Medium determines the best type of soul for that. Medium finds a soul (round 1). Medium accepts the soul (round 2). Medium taps the soul, then casts (round 3). Effect is determined by success rate. Medium then resists the soul's attempts to control the medium (round 4). Medium relinquishes soul or taps and casts again (round 5).

Failure: See here.

Sensing: See here. Mediums can sense magic even when they do not have an outsider's soul in them.

Auras: See here.
Topic revision: r1 - 27 Jan 2012, UnknownUser
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