Exorcism, the Shadow Realm, soul retrieval, spirits, the Gauntlet.
By setting out on the path of the Spirit Arcanum, a mage seeks to become an intermediary between realms. Spirit mages are often thoughtful people, those who consider the consequences of their actions well beyond the immediate — not only forward into time, but also outward, mindful of the ripples their deeds can cause. Many Spirit mages were religious (or at least faithful) people before the Awakening, though some were incapable of articulating what it was they felt, and others believed in nothing before the revelation came that stole their ignorance. Many of those who delve into this Arcanum are willing to admit that there are things beyond the comprehension of man, and they’re comfortable with that notion. They walk into the shadows beyond the firelight, knowing full well that there are things to be afraid of out there, and are perfectly happy with that understanding. Unlike Space mages, they do not blaze a path for others. The road such mages walk is a solitary one undertaken only by those who accept that the world is grander, stranger and more dangerous than humanity can possibly comprehend.
Ruling Arcanum: Primal Wild
The gross/subtle pair of Life/Spirit provides the Ruling Arcana for the Primal Wild, the vast, primordial Eden of forests, mountains, rivers and plains where Nature holds sway. Spirit is the ephemeral expression of the pair.
Helping Hand (Spirit •)
Spell Used: Coaxing the Spirit (Mage p. 245)
Dice Pool: Manipulation + Socialize + Spirit
Fleshless Speech (Spirit •)
Spell Used: Spirit Tongue (Mage p. 246)
Dice Pool: Presence + Socialize + Spirit
Closing the Ways (Spirit ••)
*Spell Used: Place of Power (Mage p. 247)
Dice Pool: Resolve + Survival + Spirit
Ghost Shirt (Spirit ••)
Spell Used: Ephemeral Shield (Mage p. 246)
Dice Pool: Stamina + Occult + Spirit
Whisper to the Ancients (Spirit •••)
Spell Used: Greater Spirit Summons (Mage p. 249)
Dice Pool: Presence + Persuasion + Spirit vs. Resistance
Cabal Grimoire Rotes