Mystic Arts

Charms, exorcism, ofuda control, and communication with spirits are all covered by mystic arts. This is written with Japanese mysticism in mind; however, it can be modified for other types. Such as by replacing some of the below powers with others, such as Fortune Telling, Zombie Creation, or Summoning Powers of greater strength.

Your Mysteries (Occult) skill must be of equal level to the mystic art level you wish to learn.

Cost: 5 XP for the first Level. Aftewards, cost is 5 XP times your current level of Mystic Arts. As with most stats, the cost rises by 2 XP (to 7 XP) once you have obtained the 5th dot. During character creation, the cost is 5 Freebie Points per dot.

Note: Speeds of the mystic powers are either based on Dex or Wits, as appropriate.

LEVEL ONE.

Ofuda (Spirit) Barrier:

Cost: 1 Chi. Duration: As long as the ofuda are present.
    Place ofuda at 3 or more points. Spirits ranked lower than your Mystic Art level (when you placed the ofuda) cannot enter or leave the area (or touch the ofuda). At Level 2, this includes supernatural beasts.
    Rank 1 spirits are mostly harmless ghosts while a rank 8 or 9 spirit might be a Yama King. When in doubt, you can use the roll described under Keeping Evil Spirits at Bay.

Ofuda Spiritual Disruption:

Cost: 1 Chi.
    A thrown ofuda strip temporarily or permanently destroys the manifestation of a spirit. Range is Wits + Mystic. Determine accuracy and power with Perception + Mystic Arts. If you hit, your roll is contested by the spirit's Willpower. If the spirit fails, it is dispersed.
    At L3, you can throw a volley (equal to art level) of disrupting ofuda for 2 Chi.

Opened Eyes:

(Modified from Demon Hunter X). Can see spirits and the true form of shapeshifters with a Perception + Mystic roll.
Confers the following: Immunity to Delirium (Werewolf), see Wraiths, can notice shapeshifters when in mortal form. 

Keep (Evil Spirits) at Bay:

Cost: 1 Chi. Duration: Scene. For a spirit to enter the protected area, it must contest Willpower or Chi vs. Perception + Mystic Arts. The protection extends from you 1 hex per level of art.

LEVEL TWO.

Circles:

Can create Type 1 circles.

Divine Perception:

(Modified from Demon Hunter X). Can spiritually analyze with a Perception + Mystic roll which requires an action. Or, can spend 1 Chi to enable it as a free action for 1 scene.
1 Success: View the spiritual makeup of an individual. (This is like reading someone's aura but is more about an individual's mental well-being rather than physical well-being.)
2 Successes: Can detect if someone is under the influence of another entity.
3 Successes: Can determine if someone is possessed.
5 Successes: Can determine the source of influences that alter someone's mind.

Ofuda Binding:

Cost: 1 Chi.
    You hurl ofuda at a physically manifested opponent and the ofuda expands to wrap them (sustained hold). They cannot take any physical actions while held. Roll your Perception + Mystic. Opponent needs cumulative break-out successes equal to your initial successes (roll Strength). If the opponent has Mystic Arts, they can spend 1 Chi and roll Perception + Mystic Arts to break-out.
    At L4, you can throw a volley (equal to art level) of binding ofuda for 2 Chi. Multiple binding ofuda on one target do not stack (the highest result is used).

Ofuda Warning:

Cost: 1 Chi.
    This is like the Ofuda Spirit Barrier; however, it merely warns you when something supernatural (you can make the trigger specific) has passed the ofuda area boundary. The warning is a mental one, and you will instantly awake if asleep. You must be somewhat in the area for the warning to reach you at this level, but the distance increases to a global range at L5 although the warning may be weak at the greatest range.
    This effect can be added to an Ofuda Barrier.

Prayer of Courage:

As an action, roll Wits + Meditation to overcome any fear effect.

LEVEL THREE.

Circles:

You can create Type II circles.

Ofuda Freeze:

Cost: 1 Chi.
    By placing an ofuda on someone's physical forehead, you can freeze them in place. Roll Perception + Mystic Art to hit. Against a Blocking opponent, this is contested by Block + Mysteries. A person hit is frozen in place, able to take no physical action. To break free, they must match or beat the successes with either a Willpower roll or Perception + Mystic Arts. Or, they can spend 1 Chi, each round, to be able to move. The breakout roll against this must be taken as an action rather than the between round breakout roll (but one can default to making the breakout roll as a free Abort action). If one frozen has a Will of 10, breakout rolls may also be taken between rounds.
    At L5, you can throw a volley (equal to art level) of freezing ofuda for 2 Chi. Multiple freezing ofuda on one target do not stack (the highest result is used).

Ofuda Spirit Barrier, Delayed:

Cost: 1 Chi.
As per the L1 barrier; however, it can be created in a non-activated state. Simply pay 1 additional Chi later when you want to activate it. You must be somewhat in the area to do so, but at higher levels, you can be farther away.

Ofuda Trueform Binding:

Cost: 1 Chi.
You can force something bound by ofuda to reveal/return to its true (natural) shape. This action is a contested roll of your Perception + Mystic vs. creature's Willpower.

Spirit Talk:

Cost: 1 Chi.
This requires the set-up of a ritual although. Multiple participants aren't necessary but can be used. Roll your Perception + Mystic. You need 5 successes to make sure you reach the target spirit. You cannot compel the spirit to talk back.

LEVEL FOUR.

Circles:

Can make most circles in the form of a charm though it is only treated as a charm in that it is easily transportable and placable on an individual.

Exorcism:

    Sometimes a spirit possesses an individual (or sometimes a group). Exorcisms are performed in two stages. First, you must establish a spiritual stage upon which to challenge it. Then, you compel it to leave. It is considered the defender in these rolls. This may be performed as a ritual.
    To challenge it, win a contested roll of Perception + Mystic vs. its permanent Chi. Cost: 1 Chi per attempt.
    To force it to leave, make a contested Willpower roll. Each time it wins, it can choose to posses the exorcist (or exorcists equal to the different if there are several). Cost: 1 Chi and 1 Will.

Ofuda Wall:

Cost: 1 Chi.
An ofuda wall occupies hexes equal to art level and may be equal hexes high. Stamina is equal to art level and it has a Health/Body rating of 5 per art level for each hex. If necessary, roll Perception + Mystic Arts to determine the mystic strength of the wall. Someone else with ofuda control can manipulate the ofuda constructs you create.

Nightmare Exorcism:

Cost: 1 Chi.
(Modified from Demon Hunter X).

Ritual (Opened Eyes, Divine Perception, Prayer of Courage):

You can confer these effects to people you touch who must have at least one dot of Meditation (partly their effort). You still only have to pay the cost for yourself, and you make the roll that determines the effect. They may also be used as a team effort, instead, as described below under Ritual (Spirit Barrier).

Ritual (Spirit Barrier or Keep at Bay):

Participants must all posses some Meditation and Mystic Arts. The leader makes the roll and one die is added for each participant.

Summon Spirit:

Cost: 1 Chi.
This requires the set-up of a ritual although. Multiple participants aren't necessary but can be used. Roll your Perception + Mystic. This is contested by the target spirit's Willpower (although you need 5 successes to make sure you can tell if you summoned the right one). You cannot compel the spirit to talk or do anything at this level.

LEVEL FIVE.

Command Spirit:

Compel. You compel a spirit to obey a command. This requires a contested Willpower roll to succeed. May be performed as a ritual. Cost: 1 Chi.

Draft Contract. You can create a binding contract with a spirit. Usually, the spirit will require something in return although Manipulation + Subterfuge and trick them out of this. Likewise, the spirit may trick you. Drafting a contract doesn't force a spirit to agree to it, but you can compel it to do so. A spirit will likely be very angry when it realizes it has been tricked or Compelled into a contract. Cost: 1 Chi.

Ethereal Fist:

Cost: 1 Chi.
You can physically interact with spirits. Duration: Scene.

Exorcise Corruption:

Sometimes, an individual is possessed by the dark side of themselves. You can remove the corruption and the person returns to their original state, assuming it still exists.
This is performed as an exorcism; however, the corrupted gets the results of its contesting rolled doubled.

Gate of Banishment:

Cost: 2 Chi.
Sends a spirit to its rightful resting place. This is a contested Willpower roll. This may be performed as a ritual.

Ofuda Construct:

Cost: 1 Chi.
You can make a piece of personal equipment without moving parts (a sword, a small chair at the largest).

Self-Exorcism:

Cost: 2 Chi. You may attempt Exorcism as per that ability description against an entity possessing you, even when being possessed would not normally afford you any actions. For paying the cost, you get one attempt at each of the two rolls involved in Exorcism, though you must pay the cost for each.
(Modified from Demon Hunter X) 

LEVEL SIX.

Ofuda Construct:

Cost: 1 Chi.
You can create a larger object, such as a hang-glider.

Reunion:

Cost: 1 Chi.
Can temporarily return a spirit to its body. Spirit will have some control over the body, even if deceased. This is dangerous. This is a contested Willpower roll. If you fail, the spirit can choose to jump into your body, even if not a possessor type, and spirits have been known to lie about their identity.
May be performed as a ritual.

Spirit Trap:

Can trap a spirit in a specially prepared object. May be performed as a ritual.

Spirit Walk:

Can make a special brew that puts one to sleep while their spirit enters the spirit realm. A mystic should stay behind to help the person find their way back Otherwise, the spirit must find its own way back. A body cannot survive indefinitely without its spirit.

LEVEL SEVEN.

Reunion:

Can reunite a spirit with any unoccupied body. The reunion can be made permanent. Very dangerous. May be performed as a ritual.

Spirit Form:

Cost: 2 Chi.
Your physical body becomes a spirit temporarily, and you may travel to spirit realms. May be performed as a ritual.

CIRCLES.

Requires one round to draw a circle per hex they cover.
Typically, the necessary Chi investment equals the Type number.

Type 0

Protection from Spirits (As Keep at Bay, but not as strong, difficulty of success is base 7. Provides some protection against possession - decreases the successes of a spirit's attempt by one. Can be drawn as a higher Type circle with more power.)

Type 1

Circle of Meditation (lowers difficulty by one)
Protection from Yin (includes any draining effects, such as on Chi/Health)
Protection from Yang (mystic fireballs, healing)
Protection of Mind

Type 2

Circle of Healing (rate of recovery multiplied by art level)
Circle of Entrapment (reverse of Keeping Evil Spirits at bay)
Circle of Sleep (puts a sleeping person in stasis)