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Fetterfetch

Effect

This spell is typically cast upon an instrument used for dowsing, such as a pair of bent hazel or willow sticks, some metal rods, or a tarnished bronze or bone pendulum. The instrument is attuned to the essence of a specific spirit, whom you must be able to name.

If cast successfully, the instrument may be used by anyone to track down whatever it is that binds the spirit to the mortal world. These are known to the Blessed Few as a fetter. The user must make an extended Difficult (–10) Navigate Test to follow the dowsing instrument’s subtle instructions, with each Test requiring an hour, and a total of between 5 and 15 SL being required to succeed. The total number of SL will vary depending on how far away the subject’s fetter is, or how well hidden it is, or if the spirit or ghost has taken steps to obscure it from such techniques.

In the case of a nature spirit, such as the Spites found in the Laurelorn, this spell will lead to the tree, glade or spring where they have made their home. For the ghostly remnant of a once living creature, it typically leads to their mortal remains, or an object or person to whom they felt a strong bond in life — not necessarily a positive one.

In most cases, simply destroying this subject is enough to free a ghost or banish a spirit. However, in the case of ghosts, the killing of a loved one will often just cause the spirit to make a fetter of the killer. Instead, the Hedgewise often find that resolving some lingering wrong, or simply communicating on the ghost’s behalf is enough to lay them to rest.

For example, confronting the person who caused them harm. This can be tricky, especially if the ghost is aggressive, or does not wish to leave the mortal world in any case. Ghosts grow in power when close to their Fetters. When defending their fetter, the GM should grant the ghost the Regenerate Creature Trait.
Related School
CN: 0
Range: Touch
Target: 1
Duration: Willpower Bonus Hours

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