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Dungeons & Dragons Roleplaying Secret Craft

DnD Secret Crafts Spiritologist

Dungeons and Dragons – Mystara Secret Crafts

Secret Craft of the Spirit Masters

aka Shaman, Spirit Masters, Spiritologist

They are known as a Spiritologist in the library of the Great School of Magic in Glantri. They started out (and can still be found) as the Spirit Masters or Shaman of Atruaghin, Ethengar and Traladaran. This is an expansion of the Secret Crafts inspired by Gazetteer 3.

0e-gaz-12 Ethengar
0e-gaz-12 gaz12 D&D BECMI Ethengar

This secret craft was developed by those who have a deep connection with their ancestors and seek guidance from those who came before. These are abilities granted by the grace of the patrons who seek the elimination of undead as a threat to civilisation and have a strong connection with their spirit guides and ancestors.

Source Material: This secret craft was built from material gained from various editions of the game. Encyclopaedia Divine – Shamans (Call of the Wild – MGP1006), Encyclopaedia Arcane – Conjuration (By Bell Book and Candle – MGP1016).

List of Practitioners of the Spiritologist Secret Craft

  • InitiateShofa – Bard of Valour (Fri), Shoval – Paladin of Vengeance (Fri)
  • 1st Circle – Camdu (Fri), Chum (Wed), Xhall – Multiclass Cleric/Wizard (Fri)

Craft Magical Items – Spiritologist

Ranks of the Spiritologist Secret Craft

Spiritologist Initiate

To become an initiate, one must be a hero of either the Atruaghin or Ethengar Clans or a member in good standing of the Church of Traldara.

Secret CraftSpiritologist – Initiate

  • Craft Bonus = Proficiency + Wis + circle +2 (Atruaghin, Ethengarian and Traladaran)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Wis mod + circle achieved +2 (Atruaghin, Ethengarian and Traladaran).
  • Starting Language – Celestial
  • Guardian Spirit – Select Guardian Spirit.

Spiritologist Additional Crit Effects

  • Spiritologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You age increases by the Critical Effect Modifier. You are unable to pronounce words correctly in Celestial until you finish a long rest and have disadvantage on rolls using the language.
  • Spiritologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. You age decreases by the Critical Effect Modifier. Your grasp of the Celestial language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Craft Traits:

  • Craft Skill: You gain proficiency with this secret craft and use Wisdom as your ability score.
  • Racial Bonus: Atruaghin, Ethengarian and Traladaran have a +2 to the craft skill.
  • Patron: A patron of Life, Spirits or Resurrection. Or could be an Immortal from the Sphere of Matter.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells to be learned in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime. You can do this once at initiation or advancement of the craft gaining a spell within your capabilities. You may gain this option again during secret craft appeasement subject to Dungeon Master approval.
  • Guardian Spirit: You gain a guardian spirit who has chosen you and is one of the following: (The abilities granted is only when the guardian spirit has been manifested)

Guardian Spirit Options:

  • Ant – crafting or profession-based rolls
  • Coyote – charisma checks
  • Cat – dexterity checks
  • Chameleon – hide or deceive
  • Dolphin – move through the water
  • Eagle – see something, or when dealing with flight
  • Grandmother – intelligence checks
  • Heroic Forefather – attack and damage rolls (pick weapon)
  • Horse – constitution checks
  • Lady Luck – luck points (stacks with other forms of luck)
  • Muse – performance checks
  • Owl – wisdom checks
  • Raven – additional language
  • Stag – strength checks
  • Thunderbird – electricity touch attack
  • Wolf – trip and tracking checks

Associated Classes:

  • Barbarian Path of the Ancestors, Path of the Ancestral Guardian, Path of the Totem Warrior (ph50, gm)
  • Cleric – Grave Domain (xge19), Hunt Domain (fkcc3)
  • Druid: Circle of the Shepherd (xge23), Circle of the Stones (mhh67)
  • Ranger – Monster Slayer (xge43)
  • Sorcerer – Lycanthrope Bloodline (sh13)
  • Wizard – School of Conjuration (ph116), School of Necromancy (ph118)

Spell Lists – Secret CraftSpiritologist

  • Cantrip – Bless the Dead (mhh153), Ward against Undead (br208)
  • 1st Level – Commune with Shade (bls33), Detect Life – R (bls43), Holy Infusion (bls71), Morph Shadow (bls88), Shroud the Shadow (bls106), Speak with Inanimate Object (mhh194)
  • 2nd Level – Corpse Lanterns (fkcc20), Dust to Death (bls49), Ethereal Strike (bls54), Find Corpse (bls57), Healing Spirit (xge157), Protection from Paralysis (bls95), Rite of Counsel – R*, Soul Shield (bls110), Spirit Blast (bls112)
  • 3rd Level – Aspect Tattoo – R (bls14), Expunge Shadow (bls55), Hero’s Steel (mhh173), Rain of Blades (mhh188), Rite of Defilement – R*, Rite of Healing – R*, Rite of Protection – R*, St. Blusen’s Reaver Spirit (mwb434)
  • 4th Level – Exorcise (bls55), Find Greater Steed (xge156), Force Corporeality (bls60), Guardian of Nature (xge157), Negative Energy Aura (bls90), Profane Link (bls94), Rite of Cleansing – R*, Test of Souls – R (br208)
  • 5th Level – Deathly Gaze (bls41), Rite of Atonement – R*, Rite of Initiation – R*, Wrath of Nature (xge171)
  • 6th Level – Life Shot (bls81)
  • 7th Level – Divine Disconnection (bls46), Rite of Cursing – R*
  • 8th Level
  • 9th Level – Judgement of Maal – R (br207)

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, fkcc, mhh, mwb (GM Only), xge

Spiritologist 1st Circle (Apprentice)

Secret CraftsSpiritologist – 1st Circle

Spiritologist Manifestation (Replaces other active secret craft manifestation when activated)

Spiritologist Apprentice (Manifestation SB 1 DC 16) When you activate this manifestation, you radiate green light 5 ft radius. Your spiritual guardian appears and provides you with trained proficiency in their chosen field.

Spiritologist Apprentice Enhancements and Powers (Requires Spiritologist Apprentice to be active)

  • Rites of Warding (Enhancement SB 1 DC 16) As a standard action you can activate this enhancement. Your aura also acts as a Protection from Evil and Good, except it only works against spirits.
  • Spirit Question (Power SB 1 DC 16) As a standard action, you can ask one question of your guardian spirit, they will respond based on their interactions with you.
  • Spirit Sense (Power SB 1 DC 16) As a bonus action, you can activate this power to sense all spirits within 60 ft, also granting you advantage on any attack rolls or saving throws checks relating to spirits you sense. The power is active for ten minutes and treated as a concentrate spell.
  • Spirit Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.

Spiritologist Downtime Activities: require 1 or more points to activate and maintain. You do not require you to have the manifestation active to use.

  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells.
  • Spirit Familiar or Companion (SB 1+): You can choose to have your spirit guide become a part of your animal companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature it is merging with. This loss is permanent while you have the familiar. If you have a class feature that grants you a familiar or companion, you don’t have to pay for the hit dice of the creature.
  • Spirit Mount (SB 1+): You can summon a beast of your spirit animal to become your mount and can be used as a Paladins special mount feature. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the mount. If you have a class feature that grants you a mount, you don’t have to pay for the hit dice of the creature.
  • Spiritual Saviour (SB 1): By using this downtime activity and spending a week in communion, the spirits can provide a worthy candidate with a quest to benefit your people. While this quest is still achievable and has not been completed, you cannot request another quest from the spirits.
Spiritologist 2nd Circle (Journeyman)
  • Attributes – Secret Craft – Spiritologist – 2nd Circle
    • Spiritologist Journeyman (Enhancement SB 2 DC 18) When you activate this enhancement, you increase the light radius by 5 ft. When your spiritual guardian appears and provides you with expert proficiency in their chosen field.
      • Shroud from Spirits (Enhancements SB 2 DC 18): As a standard action, you become invisible to undead who rely on senses other than sight or smell.
      • Voice of Knowledge (Power SB 2 DC 18): As a standard action, you can ask your guardian spirit a question and gain a truthful answer from their perspective.
      • Voice of Remembrance: (Power SB 2 DC 18): As a standard action, you can speak to an undead creatures’ spirit who died up to ten years per character level ago. You can ask them questions equal to your wisdom modifier plus circles in spiritologist.
    • Downtime Activities: require 2 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Rites of Summoning (SB 2+): For each day spent in the ritual, you can summon a manifestation of your spiritual guardian who will serve you for one week per day spent and will cost you 2 soul burn per week of service. This is a manifestation of your spirit guardian and if slain will be unavailable for at least one year from the time it was slain.
Spiritologist 3rd Circle (Adept)
Work in Progess
  • Attributes – Secret Craft – Spiritologist – 3rd Circle
    • Spiritologist Adept (Enhancement SB 3 DC 20) When you activate this enhancement, you increase the light radius by 5 ft. When your spiritual guardian appears and provides you with advantage in their chosen field.
      • Voices of Remembrance, Greater (Power SB 3 DC 20) As an action your can Speak to an undead creatures’ spirit less than twice your level.
    • Downtime Activities: require 3 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Rites of Exorcism (SB 3+) You can expel evil spirits in a room or hut per day invested, if there is a break of more than 2 days for every seven days, then the exorcism needs to be restarted. To expel evil spirits from a building, all the rooms need to be done, to expel from a community of huts or yurts, then each hut or yurt in the community needs to be cleansed. Missing one means the spirits have a place to retreat to and return.
      • Spiritual Savant (SB 3+) You can spend the night communing with the spirits and the spirits can assign you a quest to the benefit of your family. This cannot be activated if you already have an active quest.
Spiritologist 4th Circle (Master)
Work in Progess
  • Attributes – Secret Craft – Spiritologist – 4th Circle
    • Spiritologist Master (Enhancement SB 4 DC 22) When you activate this enhancement, you increase the light radius by 5 ft. When your spiritual guardian appears and provides you with treating a success as a critical success in their chosen field.
      • Spiritual Intervention (Power SB 4 DC 22) As a free action once per roll, you can channel your spiritual guardian to give you a re-roll. This new roll must be taken, even if it is worse than the original.
      • Voices of Remembrance, Supreme (Power SB 4 DC 22) As an action you can Speak to an undead creatures’ spirit at any level.
    • Downtime Activities: require 4 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Rites of Awakening (SB 4+) You can talk with the spirit of an animal or object.
Spiritologist 5th Circle (Grand Master)
Work in Progess
  • Attributes – Secret Craft – Spiritologist – 5th Circle
    • Spiritologist Grand Master (Enhancement SB 5 DC 24) When you activate this enhancement, you increase the light radius by 5 ft. When your spiritual guardian appears and provides you with turning a failure (but not a critical fail) into a success in their chosen field.
      • Spiritual Wish (Power SB 5 DC 24) You can make one wish of your Spiritual Guardian as a limited wish and gain quest in return that must be completed in a specified time frame agreed upon as part of the wish.
      • Voices of Remembrance, Ultimate (Enhancement SB 5 DC 24) Any creature already affected by the voices of remembrance you can affect as if by a charm monster on intelligent undead, and a command undead for mindless undead.
    • Downtime Activities: require 4 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Rites of Possession (SB 5+) You can call into you a spirit to possess your body and provide you its knowledge, skills or abilities.
      • Rites of Travel (SB 5+) You can view into other planes of existence in spirit form but can’t physically interact with anything there. You can communicate and be affected as if you were like a ghost.
      • Spiritual Ascended (SB 5+) The spirits can assign you a quest to the benefit of your god. This cannot be activated if you already have an active quest. This quest can lead you to the path of immortality with that god.

Secret Craft References

  • Activation Costs: 1 SB point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
  • Secret Craft Attempt = d20 + Prof + Abi mod + circle achieved.
  • Craft Check: The craft check is a d20 plus your proficiency and the associated attribute modifier. This craft check must use the language associated with the craft as part of the check. You add your circle level to the roll with Initiates being +0. For every 5 points you exceed the target number you reduce the Soul Burn cost by 1. For every point you fail the roll by, you can choose to succeed by adding those point to the soul burn cost as long as it was not a critical failure.
    • Base Critical Failure: A roll of a 1 on the craft check is a curse from your patron, and you suffer a mishap. The standard thing that happens is that you increase your soul burn by the Crit Effect Modifier, then it reduces your hit point maximum by the Crit Effect Modifier, and lastly it causes hit point damage equal to the Crit Effect Modifier. Check each of the crafts for what additional effect happen during a mishap.
    • Base Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. The standard thing is that you reduce your Soul Burn by the Crit Effect Modifier, then it can restore damage to your maximum hit points by the Crit Effect Modifier, and lastly it refreshes you repairing hit points equal to the Crit Effect Modifier . Check each of the crafts for what happens during a boon.
    • Crit Effect Modifier: This is 1 + circle ability level + character level.
      • So a 8th level character using a 2nd circle ability would have a crit effect modifier of 11.
      • A 4th level character with a 1st circle ability would have a modifier of 6.
      • A 12th level character with s 3rd circle ability would have a modifier of 16.
      • A 16th level character with a 4th circle ability would have a modifier of 21.
      • A 20th level character with a 5th circle ability would have a modifier of 25.
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved.
  • Manifestation – Lasts until the end of a long rest, you expend it, or you dismiss it as a free action. You can extend a craft manifestation for 1 soul burn after a long rest to last until your next long rest without the need for a craft check. Manifestations gives you access to Manifestation Aspects, Enhancements and Powers.
  • Manifestation Aspect – Selected as the version of the manifestation used when you activate the Manifestation.
  • Enhancement – Lasts as long as the manifestation is active.
  • Power – Has a limited duration, but needs the manifestation active to use.
  • SB – Soul Burn. Each point of Soul Burn is a reduction to your maximum hit points. If your Soul Burn ever reduces your hit point total to zero your character is destroyed based in the craft and sponsor. Soul Burn can be recovered via downtime or other methods all with GM approval.

Content Updates

  • 2021-10-10 – Added in updated for 1st Circle.
  • 2021-10-08 – Update to initiate for sharing on character build poages
  • 2021-08-04 – Updated downtime wording to include maintain.
  • 2021-07-21 – Added in magical item section.
  • 2021-04-25 – Updated the layout to match the other crafts, added in circle 3rd to 5th though they need more work to be complete.
  • 2021-02-28 – Layout cleanup and linking of content.
  • 2020-06-22 – Cleaned up the wording and added a 2nd Circle.
  • 2020-03-28 – Structure.
  • 2020-03-06 – Continued cleanup.
  • 2020-03-05 – Cleaning up the formatting of the craft and making a few changes.
Secret Crafts

Overview, Downtime: Secret Crafts, Spellcasters

Elemental Crafts: (6) Airologist, Darkologist, Earthologist, Fireologist, Waterologist – Combining Craft – Elementologist

Necromancy Crafts: (6) Bloodologist, Devourologist, Graveologist, Reanimatologist, Shadeologist – Combining Craft – Necrologist (tba)

Racial Crafts: (17) Bureauologist, Celestologist, Chaosologist, Craftologist, Cryptologist, Dragonologist, Elvenologist, Entertainologist, Healologist, Mechologist, Mentologist, Musicologist, Naturologist, Protectologist, Sailologist, Spiritologist, Weaponologist

These secret crafts are at player request: (16) Alchemologist (tba), Chronologist (tba), Diplomatologist (tba), Divinologist (tba), Fiendologist (tba), Portologist (tba), Preservologist (tba), Radologist (tba), Shapeologist (tba), Skaldologist (tba), Skyologist (tba), Spyologist (tba), Starologist (tba), Voidologist (tba), Wagonologist (tba), Witchologist (tba)

D&D 5E in Mystara

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Class Builds – Artificer – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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