Glamour - Enables the spirit to create illusions within a range equal to its POW in metres. This glamour is a mental illusion that works in a similar way to the sorcery spell Phantom (Sense) often showing events which created the haunt. The spirit can affect one sense per level of its Intensity, with a Magnitude of twice that. Each glamour uses 1MP
Miasma - Enables the spirit to induce feelings of despair, dread and horror within a radius of its POW in metres. The Magnitude of the effect is equal to twice the spirit’s Intensity. Anyone unable to block the magic must succeed in an opposed test of Willpower skills, or else flee the area in abject terror. Each wave of Miasma uses 1MP
Spellcasting -Allows the spirit to either cast magic on behalf of its summoner with a skill of 50%+POW+CHA, or share knowledge of the spells it knows with the holder of its fetish.The haunt either uses those spells known whilst alive, or gains 1d3+1 spells such as Befuddle, Curse, Disruption, and so on.
Telekinesis - This ability grants the spirit the ability to move objects in the physical world despite its nominally intangible form. It gains a STR equal to its Intensity, and can shift items up to its POW in metres distant. This costs 1 Magic Point, and lasts for its POW in minutes.
Wither -The spirit is able to physically damage corporeal beings. For the cost of 1 Magic Point, the spirit can make a single attack with a skill equal to whatever Combat Style or Unarmed skill it possessed before death. The blow inflicts damage equal to its usual Spirit Damage that ignores all non-magical parries and physical armour. Magical Armour Points reduce damage as normal.
Wither -The spirit is able to physically damage corporeal beings. For the cost of 1 Magic Point, the spirit can make a single attack with a skill equal to whatever Combat Style or Unarmed skill it possessed before death. The blow inflicts damage equal to its usual Spirit Damage that ignores all non-magical parries and physical armour. Magical Armour Points reduce damage as normal.