Self-Possession
Rote · Mage
Also described under Possession in the Uncanny Influence section (see pp. 123-125), the Art of self-possession opens the mage to spiritual inhabitation. A specialty of mediums, Vodou practitioners, Ecstatics, shamans, Infernalists, and even the occasional Christian mystic, this risky offer turns the mage into a willing vessel for ghostly powers.
In game terms, magickal self-possession allows the medium to retain a certain degree of control over the possession. Spirit 4 turns that character into a living capital-F spirit-Fetish while benefitting from the situation. In return for playing “horse” with a ghost, that mystic temporarily obtains whichever Abilities – barring Arcanoi and Charms – that the spirit might care to share with the mortal “host,” as described under the Possession section. In exchange, the ghost has an opportunity to run around in a living body for a while… typically a rather exciting adventure for everyone involved.
Willpower and Control
See also 1
Spheres
- Spirit mage/power/sphere/spirit