From: Spectral Lupines
Stats:
- Level: Tier 1
- Saving Throw Bonus: Advantage on saving throws against effects caused by ghosts, specters, and other incorporeal entities.
- Banishment Ability: Once per day, the Spectral Lupine can use the charm to banish a weak or unwilling ghost or specter within 10 feet, forcing it back to its plane of existence.
- Skills: No specific skills affected, but the advantage on saving throws and the banishment ability can have significant impacts on encounters with ghosts, specters, and other incorporeal entities.
- Cost: The Spiritbane Charm is a valuable and specialized magical item. Its cost could be approximately 700 gold pieces or equivalent value in your game system.
- Tags: Exorcism, Ward, Anti-Spirit, Curse-Repellant, Incorporeal-Defense, Spectral-Purification, Ethereal-Barrier, Soulbound, Spirit-Hunter, Supernatural
- Item Type: Charm/Amulet
- Rarity: Rare
- Magical: Yes
- Protective/Spectral: Yes
Lore: The Spiritbane Charm is a relic crafted by ancient order of spirit hunters who dedicated their lives to combating malevolent spirits and undead creatures. It is said that the ethereal essence within the charm is obtained through sacred rituals performed in conjunction with spectral guardians. The charm acts as a ward against the influence and harm caused by incorporeal entities, empowering the Spectral Lupine to defend against them.
Use: The Spiritbane Charm provides the Spectral Lupine with protection against malevolent spirits and the ability to banish them. Here are its primary uses:
Protection from Incorporeal Entities: When activated, the charm emits a shimmering, protective aura within a 30-foot radius. This aura wards off malevolent spirits, ghosts, specters, and other incorporeal entities. It grants the Spectral Lupine advantage on saving throws against effects caused by these entities, enhancing its resistance to their supernatural powers, possession, or debilitating effects.
Banishment Ability: Once per day, the Spectral Lupine can utilize the charm to banish a weak or unwilling ghost or specter within 10 feet. This ability forces the target back to its plane of existence, removing it from the current battle or encounter. This banishment ability can provide a tactical advantage, allowing the Lupine to effectively neutralize or remove threats posed by weaker spectral foes.
Ghost Hunting and Undead Control: The Spiritbane Charm makes the Spectral Lupine a formidable hunter of malevolent spirits and undead creatures. With the charm’s protective aura and banishment ability, the Lupine can actively seek out and confront spectral enemies, safeguarding areas haunted by restless souls or combating undead forces. The charm allows the Lupine to take a proactive role in maintaining balance and protecting both the material and spectral realms.
Lore and Story Opportunities: The Spiritbane Charm’s unique properties and origins make it a subject of interest and desire for various individuals and organizations. Ghost hunters, scholars of the supernatural, or factions combating undead threats may seek the charm for their own purposes. This can lead to quests, encounters, or even alliances formed around the Spectral Lupine and the charm.
The Spiritbane Charm could be found in a variety of specialized shops and markets across Saṃsāra, each catering to different types of buyers and sellers, with the cost fluctuating based on rarity, demand, and the nature of the shop. Below are examples of where and how the charm might be bought and sold, along with the typical cost in each location:
- Arcane Relic Emporiums (Cost: 700–900 gold pieces)
- These prestigious shops, often located in major cities or near centers of magical study, cater to high-ranking mages, scholars, and spirit hunters. The Spiritbane Charm would be displayed behind glass cases with enchantments to prevent theft or damage, alongside other rare and powerful magical items. Buyers might need to demonstrate their worthiness, magical knowledge, or connections to purchase such an item. The price in these locations would reflect both the item’s inherent power and the prestige of buying from a respected shop.
- Spirit Hunter Guild Halls (Cost: 600–800 gold pieces)
- In cities or regions where the threat of spirits, undead, or incorporeal entities is high, Spirit Hunter Guild Halls serve as hubs for hunters and adventurers. Here, the Spiritbane Charm might be part of a guild-sponsored sale or trade, offered to members at a slightly reduced price due to the guild’s connections to the charm’s crafters or suppliers. Buyers would likely need to be in good standing with the guild to access such rare items, and the cost would include a discount based on reputation.
- Black Markets and Underworld Traders (Cost: 1,000–1,200 gold pieces)
- In lawless or highly secretive parts of Saṃsāra, where illegal magical goods and artifacts are traded, the Spiritbane Charm could be obtained at a higher price due to the risk and demand. Such markets would deal in rare and dangerous items, but buyers would need to navigate through shadowy negotiations and potential threats. The price here would be inflated due to the item’s black market status, rarity, and the high demand for protection from spirits in these areas.
- Wandering Mystic Merchants (Cost: 750–1,000 gold pieces)
- These traveling vendors of magical wares roam the lands, offering rare and unusual items from remote regions. They may sell the Spiritbane Charm at different prices depending on the availability and the buyer’s ability to barter or gain favor. The charm could be found at roadside markets, trade fairs, or even in hidden shrines where only those in the know can access their wares. Prices here would fluctuate based on the region and the need for protection from spirits.
- Temple or Monastic Stores (Cost: 650–850 gold pieces)
- Temples dedicated to gods that govern life, death, or the balance between worlds may sell spiritual protective items like the Spiritbane Charm to pilgrims or adventurers. These sacred shops, found within temple complexes, would offer the charm as part of a divine blessing or after performing certain rituals. The price would be based on the buyer’s contribution to the temple and the item’s divine or spiritual significance. Discounts might be offered to those who perform services or make offerings to the gods of the temple.
- Antiquity Dealers (Cost: 800–1,100 gold pieces)
- Dealers in magical antiquities and rare artifacts, often found in bustling port cities or ancient capitals, might sell the Spiritbane Charm as part of a larger collection of ancient and esoteric items. The charm’s price would reflect its rarity and historical significance, often being marketed as a relic from the time of the Spirit Hunters. Wealthy collectors or adventurers might purchase it for both its utility and its place in magical history.
- Nomadic Spirit Hunter Clans (Cost: Bartered or traded)
- Some nomadic clans, known for their expertise in hunting spirits and protecting villages from malevolent entities, may trade or barter the Spiritbane Charm. These clans rarely deal in gold but instead exchange the charm for services, rare materials, or other magical items. The price could vary based on the need for protection, the reputation of the buyer, or the relationship between the clans and those seeking the charm.
Each shop reflects different levels of access, demand, and cultural significance attached to the Spiritbane Charm, with costs reflecting the buyer’s standing, region, and economic conditions.
The Spiritbane Charm serves as both a defensive and offensive tool, depending on the environment in which it is used. Its applications in roleplay can vary significantly, enhancing encounters and interactions with malevolent spirits, incorporeal beings, and supernatural forces. Below are examples of how the charm can be employed in different environments, affecting both roleplay and strategy:
- Haunted Forest (Defense: Guarding Against Ambush)
- In a dense, fog-covered forest, where the trees seem to whisper with the presence of restless souls, the Spiritbane Charm becomes a crucial defense. As the party treks through, they begin to feel the presence of unseen entities lurking in the shadows. Here, the charm’s protective aura (30-foot radius) can prevent surprise attacks by ghosts and specters, who often attempt to ambush from the trees or ground. The party might roleplay heightened tension, where each snap of a twig becomes a potential threat, but the charm’s glowing aura keeps the worst of the supernatural at bay.
- Defense Roleplay: Characters would gather close to the Spectral Lupine or the bearer of the charm, relying on the protective aura to navigate through the haunted woods. Players might describe their characters feeling a slight pressure in the air when they leave the protection of the charm, adding an extra layer of suspense to the journey. The advantage on saving throws helps when the spirits attempt possession or fear effects, and the party can use the charm as a morale booster, making them feel less vulnerable.
- Abandoned Battlefield (Offense: Exorcising the Dead)
- In a field where a long-forgotten battle took place, the spirits of fallen soldiers remain tethered to the site, attacking any who disturb their eternal rest. The Spiritbane Charm becomes a key weapon in putting these spirits to rest. The Spectral Lupine may activate the Banishment Ability to send one of these tortured souls back to its plane of existence. Roleplay here centers around the Lupine, as the charm glows brightly in their hand, channeling the energies needed to confront and dismiss these unwilling souls.
- Offensive Roleplay: The act of banishment might require a brief ritual, where the character must invoke sacred words or align the charm’s energy with the spirit’s essence. As the ghost is banished, the roleplay could involve a dramatic moment where the battlefield grows eerily silent, the ghost’s cries echoing as it’s pulled into another plane. This could lead to dialogue with remaining spirits, who may either flee or become enraged. The player can roleplay the intense focus needed to activate the charm, with tension rising as they manage their once-per-day ability in a key moment of combat.
- Urban Alleyways (Defense: Avoiding Possession or Curse)
- In a sprawling metropolis with a hidden underworld of necromancers and dark practitioners, the Spiritbane Charm acts as a safeguard against invisible threats that dwell within the shadowed corners of alleyways. Here, malevolent spirits may attempt to possess or curse those who walk through these passages. The saving throw bonus granted by the charm can be pivotal when a spectral entity attempts to manipulate the body or mind of a character.
- Defense Roleplay: Players might describe the eerie feeling of passing through these narrow streets, the charm’s subtle glow warning them of a nearby danger. When an incorporeal enemy attempts to invade a character’s mind, the Lupine could call upon the charm’s power, channeling a protective energy to resist the intrusion. Roleplay could involve the Lupine physically reacting to the charm heating up or glowing, signaling the approach of a ghost, as well as the mental struggle against possession, with the charm acting as a barrier.
- Ancient Ruins (Offense: Ghostly Encounters)
- Exploring the forgotten corridors of a ruined temple, the party encounters restless spirits bound to the place for centuries. These ghosts may seek revenge, haunt the adventurers, or attempt to lure them into dangerous traps. The Spiritbane Charm offers a clear advantage for banishing a dangerous ghost that poses a direct threat to the party’s survival. The charm’s banishment ability is especially effective here, as the temple could be cursed, making the ghost especially challenging to deal with.
- Offensive Roleplay: As the party uncovers clues about the history of the ruins, they encounter the ghost of an ancient priest who guards a valuable treasure. The Lupine must decide whether to use the banishment ability to forcefully remove the spirit, or attempt dialogue first. When the decision is made, roleplay might include a dramatic standoff where the spirit resists, causing the charm to pulse with light as it struggles to complete the banishment. Describing the emotional toll of battling such a powerful ghost could create a deeper roleplay moment.
- Graveyard at Night (Defense: Protecting Against a Spectral Horde)
- In an eerie graveyard, where specters and ghosts rise as the moon reaches its peak, the Spiritbane Charm serves as a bulwark against an overwhelming attack. Multiple spectral entities might approach, and while the banishment ability can only affect one, the charm’s protective aura could hold back the rest, giving the party time to retreat or prepare an offensive.
- Defense Roleplay: Characters might describe a growing sense of dread as the spirits rise from the graves, cold tendrils of fear brushing against their minds. The charm’s aura becomes a focal point for defense, as the party forms a circle around it, bracing for impact. The Lupine might call out commands, guiding the group in how to defend against these incorporeal foes. As specters approach the aura, their forms flicker and fade, unable to fully manifest within the charm’s protective glow. The defense would be roleplayed with a mixture of tactical planning and reactive fear, depending on the strength of the enemies.
- Underwater Caves (Offense: Dispelling Phantasms)
- Exploring an underwater cave where the boundaries between the physical world and the spiritual realm are thin, the party encounters strange phantasms that disrupt their exploration. The Spiritbane Charm could be used offensively to clear out spectral illusions that block their path. These illusory spirits might drain the party’s willpower, and banishment could be the key to dispelling them.
- Offensive Roleplay: As the Lupine swims through the caves, the phantasms distort the environment, making it difficult to discern reality. The charm’s banishment ability would cause the water around them to ripple with supernatural energy as it dispels these false entities. The roleplay could focus on the underwater tension, with characters describing how the phantasms play tricks on their minds, creating paranoia and fear, while the Lupine’s charm cuts through the illusions like a beacon of clarity.
- Royal Crypt (Defense: Guarding Against Curses)
- While exploring a royal crypt filled with ancient treasures and spirits bound to the tomb, the party is confronted by the lingering presence of cursed spirits. The Spiritbane Charm could protect the party from long-forgotten royal ghosts seeking vengeance against those who disturb their rest. The saving throw advantage helps defend against possession, curses, or fear effects caused by the spirits.
- Defense Roleplay: The party must tread carefully, and the Spiritbane Charm is used not only as a defense against physical attacks but also as protection from the mental assault of the royal spirits. Roleplay may include the tension of navigating the crypt’s traps and curses, with the Lupine sensing the growing power of the restless dead and activating the charm just as a curse takes hold. Describing the mental strain on characters as they resist the crypt’s supernatural influences adds depth to the defensive roleplay.
In each environment, the Spiritbane Charm provides both tactical advantages and rich roleplay opportunities, allowing characters to engage with incorporeal enemies through creative and immersive interactions.

Perception of Activation: Spiritbane Charm
- User’s Perspective:
- Sight:
- As the Spiritbane Charm is activated, the soft blue glow intensifies, surrounding the charm with an ethereal, shimmering aura. The runes engraved on the charm illuminate, swirling faintly as if alive with spectral energy.
- The gemstone in the center pulses with light, sending waves of glowing energy outward in soft, rippling patterns. If the banishment ability is used, the target spirit appears to unravel and vanish as though being pulled into another plane.
- Sound:
- A deep, resonating hum fills the air as the charm activates. It sounds both distant and close, like an echo from another realm. This hum may become louder during the banishment process, reaching a sharp crescendo as the ghost or spirit is forced back to its plane.
- A faint whispering or murmuring might accompany the sound, as though ancient voices from the spirit world are momentarily heard during the charm’s power surge.
- Touch:
- The charm feels warm in the user’s hand, heating up as its energy is summoned. This warmth spreads up the arm, creating a tingling sensation that resonates with the user’s own magical energy. During banishment, the user may feel a sharp, momentary pull, as if the spirit’s departure creates a vacuum around them.
- Smell:
- A faint scent of old, musty air or burnt incense might fill the nostrils. The smell is reminiscent of ancient tombs, suggesting the charm’s connection to the spirit realm and its long history of use against specters.
- Taste:
- A metallic, tingling taste might arise in the user’s mouth during activation, as though the air itself is charged with magic. It’s faint but lingers after the charm has been used, especially after banishing a spirit.
- Extra-Sensory Perception (ESP):
- Aura Sensitivity: The user senses the spectral presence of spirits more clearly, able to detect nearby incorporeal entities even before they materialize. There is a heightened awareness of the surrounding area, as if the veil between the material and spiritual worlds is thinner.
- Temporal Disturbance: When activating the charm, the user feels a slight distortion of time, as if the moment of activation stretches or slows, giving them a sense of control over the immediate encounter with the ghostly entity.
- Emotional Echoes: The user may experience a brief emotional echo from the spirit being banished—rage, sorrow, or relief—providing insight into the nature of the departed entity.
- Sight:
- Observer’s Perspective:
- Sight:
- Observers would see the charm flare with bright, ghostly blue light, casting flickering shadows across the ground and surroundings. The charm itself appears to pulse, and a faint mist might rise from it as its energy gathers. During banishment, the spirit might visibly warp and fade, disappearing in a flash of spectral light or being pulled through an invisible vortex.
- Sound:
- A low, vibrating hum fills the area, followed by a sharp, echoing tone when the banishment completes. To others, this hum might seem unsettling or eerie, as if an unnatural force is resonating through the environment. If a ghost is banished, its final cry or wail may be briefly audible to onlookers.
- Touch:
- Those close to the user may feel the air grow cooler and denser, as if a ghostly presence lingers nearby even after the spirit is banished. They might also feel an unsettling static sensation, like a soft prickling on their skin.
- Smell:
- The faint scent of something ancient—like aged parchment or dried herbs—permeates the air, giving the sensation of being in a forgotten, sacred space. This smell is barely perceptible but adds to the mystical atmosphere of the activation.
- Extra-Sensory Perception (ESP):
- Spiritual Disturbance: Observers sensitive to magic might sense a ripple in the spiritual energy of the area, feeling a brief tear or shift in the boundary between the physical and spirit realms.
- Residual Ghostly Presence: After activation, some onlookers may perceive faint spiritual remnants, like flickers of energy or after-images of the banished spirit lingering briefly in the environment.
- Emotional Residue: More attuned individuals may sense the last emotional outburst of the banished entity—whether it was one of anger, fear, or peace.
- Sight:
- Positives:
- Heightened Awareness: The user gains a clear sense of nearby spectral threats, allowing them to be more alert to hidden dangers.
- Protection: The protective aura not only defends the user but also those nearby, granting an immediate sense of safety against spiritual attacks.
- Empathy with Spirits: The brief emotional connection with banished spirits offers insights into their motives and nature, which may be used to gain deeper knowledge about the forces at play.
- Visual Intensity: The light show and sensory effects can intimidate other enemies, creating a powerful display that highlights the user’s strength in dealing with incorporeal threats.
- Negatives:
- Lingering Discomfort: The charm’s activation, especially in banishing a spirit, can leave both the user and observers feeling unsettled, as if they’ve brushed too close to the supernatural.
- Potential Draw of Malevolent Spirits: The visible and powerful release of energy may attract other spectral beings to the user, drawn to the charm’s magic as moths to a flame.
- Exhaustion: After banishment, the user may feel drained, as if the charm has pulled energy not only from the spirit but from them as well. This could lead to a temporary drop in focus or magical ability.
- Disruption of Local Energy: Sensitive environments (such as haunted locations or places of spiritual significance) may react negatively to the charm’s use, causing disturbances or even angering local spirits who view the charm as a disruption to their realm.
In both defense and offense, the Spiritbane Charm offers a profound sensory experience for all present, creating immersive roleplay opportunities while balancing its protective power with the supernatural disturbance it may cause.
Recipe: Crafting the Spiritbane Charm
- Materials Needed:
- Spectral Gemstone (1) – A rare gemstone imbued with spectral energy, typically obtained from haunted caverns or the remains of banished spirits.
- Silver Chain (1) – A finely crafted chain made from enchanted silver, known for its ability to conduct spiritual energy and protect against incorporeal threats.
- Ectoplasm Vial (3) – Collected from recently defeated ghosts or specters, ectoplasm is essential for binding the charm’s power to the spirit realm.
- Runestone Shards (5) – Small, enchanted stones etched with protective runes, necessary for engraving the charm’s intricate protective markings.
- Moonstone Powder (2 ounces) – Powdered moonstone, known for its connection to the ethereal, is used to stabilize the charm’s magic.
- Sacred Incense (1 bundle) – Burned during the ritual to call upon spectral guardians and cleanse the charm of negative energy.
- Spirit Binding Thread (1 spool) – A mystical thread woven from spirit-infused silk, used to connect the physical and spectral elements of the charm.
- Tools Required:
- Enchanter’s Forge – A specialized forge required to heat and imbue the silver chain and gemstone with protective magic.
- Runic Engraving Tool – Used to inscribe the protective runes on the charm’s surface.
- Spectral Attunement Crystal – A magical focus that helps channel energy from the ectoplasm and gemstone into the charm.
- Mortar and Pestle – For grinding the Moonstone into powder and mixing it with ectoplasm.
- Binding Needle – A specialized needle used to sew the Spirit Binding Thread around the gemstone, ensuring its connection to the spirit realm.
- Skill Requirements:
- Enchanting Skill (Intermediate) – The crafter must possess sufficient knowledge of enchanting to successfully bind the spiritual energy into the item.
- Runic Inscription Skill (Advanced) – Precision in rune crafting is essential to ensure the protection against ghosts and spirits.
- Alchemy Skill (Basic) – Basic knowledge of magical ingredients and how to properly prepare ectoplasm and moonstone powder for binding.
- Spirit Communication (Optional) – If available, this skill can enhance the charm’s power by allowing the crafter to commune with spectral guardians during the ritual.
- Crafting Steps:
- Step 1: Forge the Chain
- Begin by heating the enchanted silver chain in the Enchanter’s Forge until it reaches a soft, glowing state. During this process, chant protective incantations to infuse the chain with anti-spiritual properties.
- Remove from the forge and cool the chain slowly by placing it in sacred incense smoke, which purifies the metal and prepares it for binding to the spectral gemstone.
- Step 2: Prepare the Spectral Gemstone
- Using the Spectral Attunement Crystal, focus energy from the surrounding ectoplasm vials into the Spectral Gemstone. This step may take several hours, as the gemstone must absorb the ectoplasm to become a conduit for spiritual energy.
- Grind Moonstone Powder in the Mortar and Pestle, then sprinkle it lightly over the gemstone while reciting an incantation that binds the gemstone to the physical plane.
- Step 3: Inscribe the Runes
- Using the Runic Engraving Tool, carefully carve protective runes into the gemstone and Runestone Shards. These runes must be precise, or the charm’s protective abilities could be compromised. This step requires an advanced understanding of runes, ensuring each inscription aligns with the enchantment.
- Inlay the Runestone Shards into the chain, placing them at key points around the gemstone to reinforce the protective power.
- Step 4: Bind the Gemstone to the Chain
- Thread the Spirit Binding Thread through the Binding Needle and begin sewing the gemstone to the silver chain. The binding process should be done in a sacred space, where Sacred Incense is burning to cleanse any negative energies. As you sew, chant the binding ritual to fuse the spectral and physical elements of the charm.
- Step 5: Final Enchantment
- Place the fully assembled charm on the altar, surrounded by the remaining Ectoplasm Vials and the burning Sacred Incense. Channel the ectoplasm into the charm using the Spectral Attunement Crystal, infusing the entire item with spectral energy while focusing on its purpose: banishing spirits and protecting against spectral threats.
- Allow the charm to rest for a full lunar cycle to stabilize the enchantment and ensure that the protective and banishment properties are fully activated.
- Step 6: Testing and Attunement
- To ensure the charm functions as intended, conduct a test by confronting a minor spectral entity. Activate the charm to verify that it grants advantage on saving throws against ghostly effects and that the banishment ability works effectively within a 10-foot range.
- Finally, attune the charm to its intended wielder, ensuring that they can fully harness its defensive and offensive abilities.
- Step 1: Forge the Chain
- Crafting Time: Approximately 3–4 days (including preparation, crafting, and resting the charm during the final enchantment phase).
- Difficulty: Moderate to High, depending on the crafter’s skill level with enchantments and spirit-related magic.
Once completed, the Spiritbane Charm should function as a powerful defense against incorporeal enemies, offering both protection and the ability to banish weaker spirits.
Tale of the First Spiritbane
Long time ago, in place that no longer is known, there was once a land where the living and the not-living was living together. In this place, peoples feared the shadows of night, for the spirits that walked in air did cause great harm, stealing breath and making men forget themselves. It is said, the air was thick with whispers, and even the animals, yes, even the trees, they would speak with the dead.
There was among these peoples a man of name forgotten, called only The Silent One. He lived with quiet, never spoke to others, but listened always. He was seeing things that were not there, and he wandered much in the dark, for no fear held him. In the nights of much silence, The Silent One walked to the high place, where wind meets sky and no living thing stays. It was there, under the many-stars, that he heard the voice which was not of this world.
The voice came not from one place, but from many places, and it said:
“Seek the stone not made of this earth. Bind it in the silver that shines no light. You will speak to the world that is not this one, and you will walk between times. But speak no word to the dead, or they will know you as living.”
He did as the voice said, searching long and wide until he found the Spectral Stone, which glowed without sun. From the bones of fallen stars, he crafted the chain that gave no light, and carved the runes that were not taught to men.
When it was done, The Silent One hung the stone around his neck. The spirits could not see him then, and he walked among them as one of their own, hearing their secrets, learning their songs. But the spirits grew restless, for they sensed something strange in their midst.
One night, as the winds grew strong and the moon vanished from the sky, the spirits gathered around him. They spoke in voices like broken water, and they asked him, “Are you of us or not of us? Speak, and we shall know.”
But The Silent One remembered the words of the voice, and he stayed silent. The spirits, angered by his quiet, came closer and closer. But he stood firm, and raised the stone, its glow so bright that the spirits screamed, vanishing into the winds.
The Silent One, now knowing the power he held, used the stone to banish the spirits that plagued his people. But for all his victories, he did not speak, not even to his own kin. The people forgot his face, and only knew him by the light he carried into the shadows.
They say, in time, The Silent One disappeared, walking into a place where both the living and the dead cannot follow. But his Spiritbane, the charm of stone and silver, remained. It passed through hands of many, each one learning that the stone held not just the power to banish spirits, but also the weight of silence.
Moral of the Story: The power to walk among the dead may silence the living, for what is seen with the eyes of ghosts cannot be spoken by the tongues of men.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Spiritbane Charm
- Artifact/Occult Item
- Description: A silver amulet with a gemstone that glows faintly in the presence of spirits. It offers protection against incorporeal entities and can be used to banish them temporarily.
- Game Mechanics:
- Sanity Cost: 1D4 (using the charm takes a toll on the user’s mental stability).
- Magic Points: Requires 5 MP to activate.
- Effect: Grants a bonus die on POW-based rolls when resisting attacks or possession by ghosts, specters, or similar incorporeal entities.
- Banishment: Once per day, the user can spend 10 MP and succeed in a POW roll to banish a ghost or spirit for 1D6 rounds. The target must fail an opposed POW roll for the banishment to succeed.
- Backlash: After banishing a spirit, the user must make a SAN check (1/1D4 loss if failed), representing the strain on their psyche.
Blades in the Dark
Spiritbane Charm
- Item (Fine)
- Description: A finely crafted charm that wards off spirits and can be used to banish them temporarily, favored by Whisperers and those who deal with the supernatural.
- Game Mechanics:
- Load: 0 (Counts as a Fine Item).
- Effect: While wearing the charm, the user gains potency when resisting spirit-based effects (e.g., possession, harm by ghosts). This grants an extra die when rolling to resist supernatural threats.
- Banishment: Once per score, the user can attempt to banish a ghost or spirit. This counts as a Wreck action (destructive force) using Attune. If successful, the spirit is banished or forced into a weakened state. The GM may require a Devil’s Bargain or impose complications (e.g., attracting other spirits).
- Stress Cost: Using the banishment ability costs 2 Stress.
Dungeons & Dragons (5th Edition)
Spiritbane Charm
- Wondrous Item, Rare (requires attunement)
- Description: This silver charm, embedded with a glowing gemstone, protects against spirits and grants the power to banish them.
- Game Mechanics:
- Saving Throw Bonus: While wearing the charm, you have advantage on saving throws against being frightened, charmed, or possessed by incorporeal undead (such as ghosts, specters, wraiths).
- Banishment: Once per day, you can use an action to force an incorporeal undead within 10 feet to make a DC 15 Charisma saving throw. On a failed save, the target is banished to its home plane (as per the Banishment spell) for 1 minute. On a successful save, the target takes 2d8 radiant damage but remains in the material plane.
- Aura of Warding: When activated, the charm emits a 10-foot radius aura for 10 minutes. During this time, all incorporeal undead within the aura must succeed on a Wisdom saving throw (DC 13) or have disadvantage on attacks against the wearer and their allies.
Knave
Spiritbane Charm
- Magical Item
- Description: A mystical amulet with an eerie glow that offers protection from spirits and can banish them temporarily.
- Game Mechanics:
- Saving Throws: Grants +2 to all saving throws against effects caused by ghosts, specters, and similar incorporeal creatures.
- Banishment: Once per day, the user can roll a Wisdom save. On a success, the user banishes a ghost or spirit within 10 feet for 1d6 rounds. The spirit must make a morale check if it returns.
- Aura of Protection: When activated, the charm provides the user and nearby allies a +2 bonus to all saves against spiritual attacks for 1 hour.
Fate (Core System)
Spiritbane Charm
- Aspect: Magical Charm of Spirit Protection
- Description: A silver amulet engraved with ancient runes and powered by a glowing gemstone. It wards off spirits and grants the ability to banish them temporarily.
- Game Mechanics:
- Aspect: “Protected by the Spiritbane Charm” — The wearer can invoke this aspect to gain a bonus (+2) when dealing with supernatural entities, including resisting possession, banishing spirits, or avoiding spiritual harm.
- Free Invokes: The first time the user faces an incorporeal enemy in a session, they may invoke this aspect for free to ward off or banish a spirit.
- Banishment: Once per session, the user can declare they are using the charm to banish a nearby ghost or spirit. This requires a Create an Advantage action using Lore or another suitable skill. Success banishes the spirit temporarily or forces it to retreat.
- Compels: The GM can compel the aspect to attract the attention of powerful spirits, forcing the wearer to defend themselves or their allies.
Numenera & Cypher System
Spiritbane Charm
- Level: 5 Artifact
- Description: A finely crafted charm that resonates with spectral energy, offering protection against ghosts and incorporeal entities.
- Game Mechanics:
- Effect: When worn, the charm grants an asset (reduces difficulty by 1) to all defense rolls against ghosts, specters, or incorporeal attacks.
- Banishment Ability: Once per day, the user can attempt to banish a spirit or ghost within immediate range. The target must make an Intellect defense roll, with a difficulty equal to the artifact’s level (5). On a failure, the spirit is banished for 10 minutes.
- Depletion: 1 in 1d20 — Roll each time the banishment ability is used. On a 1, the charm’s power is depleted and it becomes a normal item, losing its magical properties.
- Aura of Protection: As an optional effect, the wearer can activate the charm’s aura, granting themselves and nearby allies protection (provides an asset) against spirit-based effects for 10 minutes.
Pathfinder (2nd Edition)
Spiritbane Charm
- Wondrous Item, Rare (requires attunement)
- Description: This magical charm, bound to the spiritual realm, is used to defend against ghosts and similar incorporeal creatures. Its powers allow the user to resist spiritual harm and even banish spirits temporarily.
- Game Mechanics:
- Saving Throw Bonus: Grants a +2 item bonus to all Will saves against effects caused by ghosts, specters, and incorporeal undead.
- Banishment: Once per day, the user can use the charm to banish an incorporeal undead within 10 feet. The target must succeed at a Will save (DC 20) or be banished to its home plane for 1 minute. If the target succeeds on its save, it takes 2d8 positive energy damage instead of being banished.
- Spectral Warding: When activated, the charm emits a spectral aura for 10 minutes, granting the wearer and all allies within a 10-foot radius resistance 5 to damage from incorporeal creatures.
Savage Worlds (Adventure Edition)
Spiritbane Charm
- Magic Item (Rare)
- Description: A mystical amulet that provides protection from spirits and incorporeal entities. It has the ability to banish ghosts for a limited time.
- Game Mechanics:
- Trait Bonus: While wearing the Spiritbane Charm, the user gains a +2 bonus on Spirit rolls to resist possession, fear, or harmful effects caused by ghosts and other incorporeal beings.
- Banishment Power: Once per day, the user can activate the charm to banish a ghost or spirit within 6 inches (1 square). The spirit must succeed on a Spirit roll (opposed by the wearer’s Spirit roll) or be banished from the physical plane for 1d6 rounds.
- Spectral Protection: When activated, the charm grants the user and allies within 3 inches (6 feet) +2 Armor against all attacks from incorporeal entities for 10 minutes (or 1 encounter).
- Power Points: Using the Banishment ability costs 3 Power Points, which refresh after a full night’s rest.
Shadowrun (6th Edition)
Spiritbane Charm
- Magical Focus, Foci Rating 3
- Description: This ancient charm, crafted with silver and imbued with a glowing gemstone, serves as a protective focus against spirits. It aids in resisting possession, spirit attacks, and can banish weaker spirits.
- Game Mechanics:
- Type: Spirit Protection Focus (Foci Rating 3)
- Activation: 1 Simple Action to activate.
- Effect: While active, the Spiritbane Charm grants the user +2 dice to resist any magical effects from spirits, including attacks, fear, and possession. It also provides +1 dice on summoning tests to banish spirits.
- Banishment: Once per day, the user can attempt to banish a spirit of Force 3 or lower by making an opposed Willpower + Banishing test against the spirit’s Force. If successful, the spirit is sent back to its metaplane.
- Drain: After using the banishment ability, the user must resist (Foci Rating) Drain using Willpower + Charisma, taking Stun damage on a failure.
Starfinder
Spiritbane Charm
- Magic Item, Level 7
- Description: A mystical charm designed to ward off incorporeal entities, the Spiritbane Charm is a rare magical item used by those who face ghostly threats in the Drift and other haunted locations.
- Game Mechanics:
- Price: 5,000 credits
- Slots: Worn
- Aura: Moderate Necromancy
- Effect: While wearing the Spiritbane Charm, the user gains a +2 enhancement bonus on Will saving throws against possession, fear, or mind-affecting effects caused by incorporeal undead.
- Banishment: Once per day as a standard action, the wearer can attempt to banish an incorporeal undead within 30 feet. The undead must succeed on a Will save (DC 17) or be banished to another plane for 1d4 rounds. If it succeeds, it takes 4d6 force damage instead.
- Protective Aura: As a swift action, the wearer can activate a 10-foot radius aura that provides allies within the area with DR 5/magic against incorporeal attacks for 10 rounds.
Traveller (Mongoose 2nd Edition)
Spiritbane Charm
- TL: 12+
- Description: A relic of lost ancient technology, the Spiritbane Charm is a fusion of advanced science and mysticism, designed to repel entities from other dimensions or incorporeal beings.
- Game Mechanics:
- TL: 12+ (Experimental/Prototype)
- Effect: When worn, the charm provides a +2 DM (Dice Modifier) on any rolls to resist possession or mental attacks from non-physical entities (such as incorporeal beings or dimensional travelers).
- Banishment: Once per day, the wearer can attempt to banish an incorporeal or otherworldly entity within Close range. The entity must make an opposed Willpower check against the user’s Willpower + 2 DM. On failure, the entity is forced out of the physical dimension for 1d6 rounds.
- Power Source: The charm uses a small, rare energy cell (TL 12) which depletes after 1 month of use. Finding a replacement power source is difficult and costly.
Warhammer (4th Edition)
Spiritbane Charm
- Rare Magical Item
- Description: A potent relic forged in the ancient days of the Old World, the Spiritbane Charm is a sacred amulet used by those who battle the undead and incorporeal horrors.
- Game Mechanics:
- Rarity: Rare
- Encumbrance: 0
- Effect: When worn, the Spiritbane Charm provides +10 to all Cool Tests to resist fear, terror, or possession caused by undead or incorporeal creatures.
- Banishment: Once per day, as an action, the wearer can attempt to banish a ghost, specter, or other incorporeal undead within 10 yards. The creature must make an Opposed Willpower Test against the wearer. If the wearer wins, the spirit is banished from the mortal realm for 1d10 rounds.
- Drawback: Each time the banishment ability is used, the wearer must pass a Willpower Test or suffer 1 Corruption point, as they briefly touch the realm of the dead.
- Blessing of Morr: If blessed by a priest of Morr (god of death), the charm’s banishment ability can be used twice per day, but this requires a special ritual performed at a temple.
