Spirits are denizens of the metaplanes. They’re usually only found when a magician summons them, but there are many free spirits who live unbound on the material plane. Here is the game information for the six types of spirits in this book.
- Physical Attributes
- The Physical attributes listed below are used when a spirit is materialized in the physical plane. The minimum attribute rating is 1, even if the table says it should be lower.
- Skills
- Spirits have the listed skills at a rating equal to their Force.
- Movement
- On the physical plane, spirits’ Walking rate is Agility x 2. Their Running rate is Agility x 4. They can move in any direction, ignoring gravity. They use the Running skill to "sprint" for +2 meters per hit.
- Optional Powers
- For every 3 full points of Force a spirit has, it has one optional power. A spirit can’t change the optional powers it has.
Spirits of Air
B |
A |
R |
S |
W |
L |
I |
C |
Source
|
F-2
|
F+3
|
F+4
|
F-3
|
F
|
F
|
F
|
F
|
Core
|
Initiative
|
(Fx2)+4+2D6
|
Astral Initiative
|
(Fx2)+3D6
|
- Weaknesses
- NONE
- Skills
- Assensing, Astral Combat, Exotic Ranged Weapon, Perception, Running, Unarmed Combat
- Powers
- Accident, Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search
- Optional Powers
- Elemental Attack, Energy Aura, Fear, Guard, Noxious Breath, Psychokinesis
Spirits of Air get +10 meters per hit when Sprinting
Spirits of Beasts
B |
A |
R |
S |
W |
L |
I |
C |
Source
|
F+2
|
F+1
|
F
|
F+2
|
F
|
F
|
F
|
F
|
Core
|
Initiative
|
(Fx2)+2D6
|
Astral Initiative
|
(Fx2)+3D6
|
- Weaknesses
- NONE
- Skills
- Assensing, Astral Combat, Perception, Unarmed Combat
- Powers
- Animal Control, Astral Form, Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Materialization, Movement, Sapience
- Optional Powers
- Concealment, Confusion, Guard, Natural Weapon (DV = Force Physical damage, AP —), Noxious Breath, Search, Venom
Spirits of Earth
B |
A |
R |
S |
W |
L |
I |
C |
Source
|
F+4
|
F-2
|
F-1
|
F+4
|
F
|
F-1
|
F
|
F
|
Core
|
Initiative
|
(Fx2)-1+2D6
|
Astral Initiative
|
(Fx2)+3D6
|
- Weaknesses
- NONE
- Skills
- Assensing, Astral Combat, Exotic Ranged Weapon, Perception, Unarmed Combat
- Powers
- Astral Form, Binding, Guard, Materialization, Movement, Sapience, Search
- Optional Powers
- Concealment, Confusion, Engulf, Elemental Attack, Fear
Spirits of Fire
B |
A |
R |
S |
W |
L |
I |
C |
Source
|
F+1
|
F+2
|
F+3
|
F-2
|
F
|
F
|
F+1
|
F
|
Core
|
Initiative
|
(Fx2)+3+2D6
|
Astral Initiative
|
(Fx2)+3D6
|
- Weaknesses
- Allergy (Water, Severe)
- Skills
- Assensing, Astral Combat, Exotic Ranged Weapon, Flight, Perception, Unarmed Combat
- Powers
- Accident, Astral Form, Confusion, Elemental Attack, Energy Aura, Engulf, Materialization, Sapience
- Optional Powers
- Fear, Guard, Noxious Breath, Search
Spirits of Fire get +5 meters per hit when Sprinting
Spirits of Guardian
B |
A |
R |
S |
W |
L |
I |
C |
Source
|
F+1
|
F+2
|
F+3
|
F+2
|
F
|
F
|
F
|
F
|
Core
|
Initiative
|
(Fx2)+1+2D6
|
Astral Initiative
|
(Fx2)+3D6
|
- Weaknesses
- NONE
- Skills
- Assensing, Astral Combat, Blades, Clubs, Counterspelling, Exotic Ranged Weapon, Perception, Unarmed Combat
- Powers
- Astral Form, Fear, Guard, Magical Guard, Materialization, Movement, Sapience
- Optional Powers
- Animal Control, Concealment, Elemental Attack (Pick One), Natural Weapon (DV = Force + 2 Physical damage, AP —), Psychokinesis, Skill (Choose Any Combat)
Spirits of Guidance
B |
A |
R |
S |
W |
L |
I |
C |
Source
|
F+3
|
F-1
|
F+2
|
F+1
|
F
|
F
|
F
|
F
|
Core
|
Initiative
|
(Fx2)+2D6
|
Astral Initiative
|
(Fx2)+3D6
|
- Weaknesses
- NONE
- Skills
- Arcana, Assensing, Astral Combat, Counterspelling, Perception, Unarmed Combat
- Powers
- Astral Form, Confusion, Divining, Guard, Magical Guard, Materialization, Sapience, Search, Shadow Cloak
- Optional Powers
- Engulf, Enhanced Senses (Hearing, Low-Light, Thermographic, Or Smell), Fear, Influence
Spirits of Man
B |
A |
R |
S |
W |
L |
I |
C |
Source
|
F+1
|
F
|
F+2
|
F-2
|
F
|
F
|
F+1
|
F
|
Core
|
Initiative
|
(Fx2)+2+2D6
|
Astral Initiative
|
(Fx2)+3D6
|
- Weaknesses
- NONE
- Skills
- Assensing, Astral Combat, Perception, Spellcasting, Unarmed Combat
- Powers
- Accident, Astral Form, Concealment, Confusion, Enhanced Senses (Low-Light, Thermographic Vision), Guard, Influence, Materialization, Sapience, Search
- Optional Powers
- Fear, Innate Spell (any one spell known by the summoner; Force is limited to spirit's Magic), Movement, Psychokinesis
Spirits of Plant
B |
A |
R |
S |
W |
L |
I |
C |
Source
|
F+2
|
F-1
|
F
|
F+1
|
F
|
F-1
|
F
|
F
|
Core
|
Initiative
|
(Fx2)+2D6
|
Astral Initiative
|
(Fx2)+3D6
|
- Weaknesses
- NONE
- Skills
- Assensing, Astral Combat, Counterspelling, Exotic Ranged Weapon, Perception, Unarmed Combat
- Powers
- Astral Form, Concealment, Engulf, Fear, Guard, Magical Guard, Materialization, Sapience, Silence
- Optional Powers
- Accident, Confusion, Movement, Noxious Breath, Search
Spirits of Task
B |
A |
R |
S |
W |
L |
I |
C |
Source
|
F
|
F
|
F+2
|
F+2
|
F
|
F
|
F
|
F
|
Core
|
Initiative
|
(Fx2)+2+2D6
|
Astral Initiative
|
(Fx2)+3D6
|
- Weaknesses
- NONE
- Skills
- Artisan, Assensing, Astral Combat, Perception, Unarmed Combat
- Powers
- Accident, Astral Form, Binding, Materialization, Movement, Sapience, Search
- Optional Powers
- Concealment, Enhanced Senses (Hearing, Low-Light, Thermographic, Or Smell), Influence, Psychokinesis, Skill (Choose Any Technical Or Physical Skill)
Spirits of Water
B |
A |
R |
S |
W |
L |
I |
C |
Source
|
F
|
F+1
|
F+2
|
F
|
F
|
F
|
F
|
F
|
Core
|
Initiative
|
(Fx2)+2+2D6
|
Astral Initiative
|
(Fx2)+3D6
|
- Weaknesses
- Allergy (Fire, Severe)
- Skills
- Assensing, Astral Combat, Exotic Ranged Weapon, Perception, Unarmed Combat
- Powers
- Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search
- Optional Powers
- Accident, Binding, Elemental Attack, Energy Aura, Guard, Weather Control
Spirits of Water move twice as fast when in water.