Mediums

Mediums and Spiritualists

Mediums and Spiritualists (real ones, not the fakes and frauds) have a special connection to the ‘Other World’ spirits, ghosts and Others.

Spiritualism and the communication with the Other World is an extremely popular subject in the Victorian Age. Unfortunately it is a field rife with fraud and fakery. For every ‘Real Medium’ there are dozens of frauds out to bilk the gullible and grieving of their money.

Popular techniques of Spirit Writing, Magic Slates, bells, horns, table rapping and similar are primarily the techniques of the fake mediums. Visible and physical manifestation of spirits, though common with the frauds, is extremely rare in reality, as are other audible and material manifestations.

Medium Hit Dice, AC and Combat Bonus

A Medium uses a D6 to determine Hit Points

A Medium is -1 to AC at first level

An additional -1 to AC for every 3 levels advanced ( 4th, 7th, 10th ) to a maximum of 10th level.
When in combat with any of the Undead, Mediums receive an extra -2 to AC
Because of a Medium’s enhanced awareness of the Spirit World she gains an extra +2 to Hit Undead that she can see and is able to strike at invisible Undead at no penalty to hit.

Unintelligent Undead will not attack a Medium without provocation. Intelligent Undead are not so restrained.

Weapon Proficiency

Class Initial Number Non-Proficient Penalty Added Weapon Proficiency Per Level
Medium 1 -5 1/6

Medium’s Abilities

Spirit Sense

Séance

Inherent Skills (No Point cost for the Basic ability (IN-1)

Literate (All Mediums can read and write their native language.)

Knowledge of the Spirit World and general types of spirits and SOME Undead. (IN-1)

Restriction

If at any time a Medium kills, or deliberately causes the death of another (living) human being, through direct action or negligence, then the Medium will immediately lose all connection with the Spirit World and will never be able to regain it again. This is true even if the Medium acted in Self Defense or the Defense of Another.

Although a Medium may learn to use any weapon it is not uncommon for them to not carry any weapons at all, less they accidently bring about a death.

NOTE: Destroying an Undead creature, or killing an animal or otherworldly creature is NOT restricted.

Spirit Sense

Even when not conducting a Séance, a Medium is ‘aware’ of spirits around them.

This is not an ability that the Medium can actively control and it does not always seem to work, but; when a Medium enters an area where a spirit ‘resides’ she can often ‘feel’ its presence. Frequently the Medium will see or hear the spirit, when no one else can, and see effects, such as objects that seem to move but which are not seen by others. If the spirit manifests itself in the Medium’s presence the Medium can sometimes sense the spirit’s emotional state. Sadness, anger, confusion, hopelessness are all common emotional states, along with hatred, determination or a strong sense of duty. Further interaction is impossible. The Medium can speak to the spirit, but has no way of knowing if they are understood and the spirit will not, or cannot, speak to the Medium.

The area wherein a Medium is sensitive to a spirit’s presence is roughly a 30 foot radius. Walls, floors, buildings and such can sometimes interfere with this range.

Ghosts and spirits are able to sense a Medium’s connection to the spirit world, even when the medium is not conducting a Séance. They are less likely to make a physical attack (throw objects, etc) towards the Medium then to others that may be present.

This Spirit Sense extends to the Undead.   

1st Minute: Presence or absence of undead auras.

2nd Minute: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and if the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

3rd minute: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:

HD STRENGTH

1 or lower

Faint

2–4

Moderate

5–10

Strong

11 or higher

Overwhelming

Lingering Aura: An undead aura lingers after its original source is destroyed. If a Medium directs their Sense at such a location, it can indicate an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Aura

Faint

1d6 rounds

Moderate

1d6 minutes

Strong

1d6x10 minutes

Overwhelming

1d6 days

Each minute of concentration a Medium can turn the Sense Undead to a new area within range. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.  A Medium cannot maintain active sensing of Undead for more then ten minutes per hour without straining herself and temporarily overloading and shutting down her Spirit Sense for 1d4 hours and reduce her Will by 1d6 for her other abilities

The Séance

The Seance

The principal method of a true Medium is to serve as a channel or means for a spirit to communicate with the living. The body and mind of the Medium are open to a (temporary?) Possession that allows the Spirit to speak with the living using the Medium’s body. The ritual involved, or Séance, is a time consuming affair that takes at least a half hour of preparations and focus before making a connection with a Spirit. A skilled Medium can (usually) contact a particular spirit, (modifiers can enhance the likelihood of success. The Medium will not know if he/she did get the correct spirit until after the Séance is over.

The Medium is unaware of surroundings, actions or events while possessed. The Medium does not know or recall what the Spirit says or does during possession or what others say or do.

The Séance is a very draining, and sometimes dangerous, practice. There is always a risk that the spirit summoned may be too powerful for the Medium to eject. MOST spirits leave willingly, a few are reluctant. Some are powerful and dangerous and tricky.

A Medium may safely perform a Séance once per week without any additional risk to themselves. Attempting it more then once per week increases the chance that the Spirit may take permanent possession of the body.

During the Séance those witnessing and holding hands, may ask the spirit questions. The spirit is under no compulsion to answer or to tell the truth.

The spirit will stay as long as it wishes, though usually about 10 minutes but there are exceptions. Other spirits may also enter the Medium, once in the trance the Medium has no control over this. If a particular spirit is desired, and the Medium is successful in summoning, that spirit will appear first. Others may follow. Typically there is a short break of one or two minutes between possessions, though this is not always the case. A medium will remain in the trance for one to four hours maximum. A Medium cannot voluntarily end the trance early. Breaking the medium’s trance before its natural end is risky and can cause problems for the Medium.

Hostile Possession

Occasionally a spirit will enter into a Medium and refuse to leave. This results in a contest of strength between the Medium and the Spirit. (This contest is rolled in secret by the DM!) A success by the Medium drives the spirit out and ends the Séance.

A failure by the Medium leaves the spirit in possession and active control of the Medium’s body and memories. It immediately ends the Séance.

A tie leaves the spirit in the Medium but not in control. It also ends the Séance.

In the event that the Medium loses, or there is a tie, the struggle for control will be renewed once the Medium or the subdued spirit, recovers their energy and strength. This usually takes a few days to a week. If the Medium wins the subsequent struggle then the spirit is cast out. If the medium loses, or there is another tie, the spirit remains. Each week there after the struggle can be resumed. However, each time the Medium is defeated, his or her strength is reduced by 1 until, eventually, the Medium’s will is completely crushed and destroyed. Ties do not reduce the medium’s strength. Normal Success and Failure Modifiers do not apply to these struggles.

Breaking a Trance before its natural end creates an opportunity for the spirit currently in possession to try and take control. The Medium will be weakened in the struggle by a factor of 1d4, increasing the chance that the spirit will win. This reduction applies only to the initial struggle for control, not subsequent ones.

Base chance of Séance success without modifiers

Medium’s Level 1-3 4-6 7-9 10-12 13-15 16-18 19+
Séance Success

20

18

16

14

12

10

9

The Medium’s skill at conducting a Séance is modified by Wisdom and Charisma bonuses plus level bonus and circumstance modifiers.

Séance Modifiers

Charisma Score

                       Modifier

3-9

-2

10 – 12

-1

13 – 14

0

15

+1

16

+2

17

+3

18+

+4

Wisdom Score                      Modifier
3-9

-3

10 – 12

-2

13 – 14

-1

15

0

16

+1

17

+2

18+

+3

Circumstantial Modifiers
Medium is male -1
Each ‘Believer’ present +1
Each Nonbeliever present -2
Each non participating observer present -1
Each animal present -1
Medium and all present are comfortably seated, room is dark +1
Noisy, distracting or bright environment -2
EVERYONE has joined hands +1
No Particular Spirit is Summoned +3
A Particular Spirit is Summoned -3
Each Blood Relative of Desired Spirit Present +1
Each Enemy of Desired Spirit Present -1
Presence of a cherished possession of Desired Spirit +1
Repeating a Séance at less them 1 week interval -2 per repetition without a week break

Table 31:

Medium Experience Levels

Level Experience Weapon Proficiencies Skills Medium Bonus AC Bonus Hit Dice (d6)
1 0-1,100

1

5

+1

1

1

2 1,151-2,350

2

3 2,351-4,850

3

4 4,851-9,850

6

+2

1

4

5 9,851-19,850

2

5

6 19,851-39,850

+3

6

7 39,851-69,850

7

1

7

8 69,851 -109,850

+4

8

9 109,851-159,850

3

9

10 159,851- 219,850

8

+5

1

10

11 219,851-439,850

10+2

12 439,851- 659,850

+6

10+4

13 659,851- 879,850

4

9

10+6

14 879,851- 1,099,850

+7

10+8

15 1,099,851 — 1,320,850

10+10

Ectenic force

On those rare occasions that a spirit does manifest visibly, audibly or physically, such as by moving objects making noises and generating odors are caused by the Ectenic Force that spirits possess. Not all spirits have this in equal amounts and most do not have enough to produce any notable manifestations. But when it is present, and strong, spirits can do remarkable things and can be dangerous.

Ectoplasm

Real Ectoplasm is a by product of certain, rare, manifestations. Fraud mediums manufacture various imitations to awe their clients, often using cheese cloth and other fine fabrics soaked in various liquids to pass for ectoplasm.

Real ectoplasm is very variable in appearance, being sometimes vaporous, sometimes a plastic paste, sometimes a bundle of fine threads, or a membrane with swellings or fringes, or a fine fabric-like tissue. Other times manifesting as a viscous, gelatinous substance.

If left exposed to light, ectoplasm evaporates away in a few minutes. It is possible to store the substance in sealed, light proof containers for some time. But even then it will dissipate in a few days. Because ectoplasm is susceptible to destruction by light, the possibility that ectoplasm might appear is another reason for making sure that séances take place in near darkness.

MediumsAbilities

Spirit Sense

Inherent Skills (No Point cost for the Basic ability (IN-1)

Literate (All Mediums can read and write their native language.)                                  Knowledge of the Spirit World and general types of spirits and SOME Undead. (IN-1)

Exorcism

Beginning at 4th level a Medium may attempt an Exorcism that is similar to the Mystic spell of exorcism. If successful it will negate possession of a creature, place or object by any outside or supernatural force. This includes control of a creature by some force in an object, possession by magic jar spell, demonic possession, or curse. Furthermore, it will affect a magical Item if such is the object of the exorcism. Thus a soul object of any sort which comes under successful exorcism will make the life force of the creature concerned wholly inhabit its nearest material body, wholly and completely.

The exorcise spell, once begun, cannot be interrupted, or else it is spoiled and useless. The base chance for success is between 1% to 100% as determined by the DM. At the end of each turn of exorcism the dice are rolled, and if the base chance number, or less, is rolled, the spell is successful. Base chance of success is modified by -1% for each level of difference between the Medium’s level of experience and the level (Hit Dice) of the possessor or possessing magic.,where the smaller number is the Medium’s level. In the obverse, a +1% cumulative is added.

Conducting an Exorcism is a draining process. Every hour (6 turns) that passes without a success reduces the Medium’s effective level by 1. If sufficient time passes that the Medium’s effective level reaches zero and the spirit still possesses the body/place/object, then the Medium has been defeated and must break off the Exorcism. It will require one full day of rest for each reduced level for the Medium to recover her strength. If the Medium later attempts another Exorcism of the same spirit, she begins with a -1 level disadvantage. If she attempts an exorcism vs the same spirit a third time she is -2, a fourth, -3 and so on.

The Medium attempting the exorcism may use holy objects of her faith to assist her in focusing. But, objects of the possessing spirit’s faith (if known) can add to the Medium’s chance of success from 1 to 10% A religious artifact or relic of the possessing Spirit’s faith can increase the chance of success by from 1% to 50%, according to the power of the artifact or relic. In the case of Demonic Possession, objects and artifacts of ANY good faith will serve.

Out of Body Experiences

A Medium may opt to enter a trance for the purpose of Spirit Projection, having an out of body experience. The Medium’s spirit actually enters the Spirit World, albeit only temporarily. As such the Medium is as invisible and intangible as any other Spirit. (Another Medium can see her as can certain Adept spells and Mystic Powers) She cannot be touched, attacked, seen or heard. She may not manipulate physical objects but she may pass through walls, doors and even people with no effect to her.

When the Medium first leaves her body there is a few seconds where she is ‘above’ her body looking down at all that is transpiring in its presence. At this point the Medium may Will herself to ‘Go’ to any location that she has previously seen. Travel is instantaneous and uninterrupted. Once there, the Medium can see and hear, in real time, just as if she were physically present. The Medium is completely undetectable by normal means and may walk about at normal speeds in the location. It is not necessary for the Medium to have been inside a place in order to enter it. Only to have seen the place with her own eyes at some point in the past. So a Medium who has only seen a picture of the Ta j-Mahal cannot project to it. But if she has been outside Buckingham Palace, though not in it, she could project herself to a point outside (that she has seen) and walk on in. Movement inside the Palace would then be at normal walking/move speed so the Medium may be limited to how much she can see and explore.

Note: If the Medium has a Spirit Guide, the Guide cannot accompany the Medium in her travels UNLESS the Guide has also been to the place during their lifetime.

During this trance the Mediums body is empty of her spirit and completely helpless. It is open to possession if it is left untended for too long. The first ten minutes of such a trance is generally safe. It takes awhile for a hostile spirit to notice the empty and still living body. Starting at the 11th minute there is a 2% chance that Something will notice and try and move in. The chance doubles with each additional minute left untended.

2% at 11 minutes. 4% at 12 minutes. 8% at 13 minutes. 16% at 14 minutes. 32% at 15 minutes. 64% at 16 minutes and 100% at 17 minutes or more…

Travel back to the body is instantaneous for the Medium, BUT re-entry takes 1 full minute (which counts against the time empty.) It then takes 1 full minute to come out of the Trance. (This DOES NOT count against time empty.) During that last minute, before the Trance ends, a hostile spirit may still attempt to possess the body, but it must battle the Medium

If the Medium arrives and finds her body has been ‘occupied’ BUT IS STILL IN TRANCE, she must engage in a contest of Will between the Medium and the occupying Spirit. (This contest is rolled in secret by the DM!) A success by the Medium drives the spirit out and ends the trance.

A failure by the Medium leaves the spirit in possession and active control of the Medium’s body and memories and immediately ends the trance. The Medium is left trapped in the Spirit World until she can find another body to try possession of or the spirit in her body is otherwise driven out (Exorcism.) The next time the possessed body attempts a trance or séance, the Medium may again attempt to regain control.

A tie leaves the Medium in the body, but not in control. It also ends the trance.

In the event that there is a tie, the struggle for control will be renewed once the Medium recovers her energy and strength. This usually takes a few days to a week. If the Medium wins the subsequent struggle then the spirit is cast out. If the medium loses, she is cast out. If there is another tie, the spirit remains in control until the next struggle…

If the Medium overstays her travels and returns to find her body occupied and awake from the Trance, she is stuck in the spirit world as above.

Resistance to Death Magic and Negative Energy Draining

Mediums have an innate resistance to certain spells and the attacks of some undead and powerful spirits, specifically those that drain Life Energy (Examples include Level Drain, Strength Drain, Constitution Drain, Inflict Wounds….) This Resistance is similar to Magic Resistance in that the spell or power simply does not affect the Medium. Note: If the Power was part of a physical attack, like a claw or bite, the physical injury DOES affect the Medium. The Medium is 25% Resistant to Death Magic and Draining.

Spirit Guides and Guardians

A Spirit Guide is a spirit that has ‘attached’ itself to the Medium. Spirit Guides often run in families so a Medium may well have access to the same Spirit Guide as her mother or grandmother had.

Not all Mediums have Spirit Guides, but the presence of one can be a great aid to a Medium. In the course of a séance the Guide will appear first and the Medium communicates which spirit she seeks, the Guide’s presence increases the likelihood of contacting the desired spirit. Although a Spirit Guide will not aid a Medium during a possession struggle the Guide will (usually) warn the Medium if there are hostile or powerful spirits present. The Guide will often speak through the Medium’s voice and also ‘telepathically’ to the Medium. It is the only time a Medium will remember what was said during her trance.

A Medium has no control over who, or what the Spirit Guide is. It might be a long dead High Priest of an ancient religion or the milk maid who passed away a few months ago. Once the Guide has attached itself to the Medium it is permanent, unless the Medium rejects the Guide. (There is no guarantee another will come along.)    Each time a Medium conducts a séance there is a flat 15% chance that the Medium will acquire a Spirit Guide. Once one is acquired no further rolls are made. If the Medium’s family has had a common Spirit Guide in the past it is 50% likely that it will be the same Guide.

Spirit Guardians

As a Medium advances in level and becomes more attuned to the Spirit World, it becomes possible for a Medium to request aid from the spirits when the Medium’s life is threatened or she is in critical need of help.

This aid is not given frivolously. The Medium needs to be at risk of death! A Medium that is being attacked can hope to receive aid. A Medium who wants to know what is on the other side of a locked door will likely be disappointed.

Percentage dice are rolled. ANY success (starting with the largest % chance) and the request for aid is considered fulfilled. If there is no successful result it means that no spirit was available. A motive other then protecting the Medium from immediate harm, causes the % chance of success to be cut in half for THIS request AND the NEXT request!

Medium Level % Chance of Aid Type and Number of Spirits
4th – 5th 30%

10%

1 to 3 Lesser Spirits

1 Poltergeist

6th – 7th 40%

20%

1 to 4 Lesser Spirits

1 Poltergeist

8th – 9th 50%

30%

10%

2 to 4 Lesser Spirits

1 Poltergeist

1 Greater Spirit

10th – 12th 60%

30%

1 Poltergeist

1 Greater Spirit

Aid may be sought only once per 24 hour period.

The Medium can see, hear and speak to the responding spirit, though no one else can see or hear it and other people will be ignored by the spirit. Requests from the Medium for the spirit to help another person will likely (60% chance) be ignored.

The spirit will use any and all of its abilities to aid the Medium for 1 to 4 Turns before fading away.

At 13th level a Medium will be accompanied full time by a Lesser Spirit.

Disrupt Undead

The only innate offensive ability of a Medium. The Medium can develop this ability upon reaching 2nd level. Similar to the Adept Cantrip of the same name in many respects. The Disruption can ONLY be used while the Medium is in her own body. (It CANNOT be employed while the Medium is Out of Body.) The Medium’s Disruption effect is a Ray of White Light, positive energy, that is emitted from the palm of the hand. It can extend out to 20 feet maximum and it can inflict 2d6 of damage to the Undead it strikes. The Medium must make a ranged touch attack to hit. For every two levels after the Second Level, the Medium may add an additional 1d6 damage to the attack. (3d6 at 4th level, 4d6 at 6th level, 6d6 at 8th level to a maximum of 8d6 at 10th level.) Regardless of level, the Medium may use this attack only ONCE per day.

Non-corporeal spirits and ghosts can be dissipated by this attack, but will be able to reform 24 hours later. The Medium must use this ability judiciously! Using it to attack nonthreatening spirits and ghosts will cause the Medium to be shunned by other Spirits and make her ability to communicate with the Spirit World much harder. It may even drive off a Spirit Guide permanently.