
Spirits
Ephemeral entities native to the ethereal and elemental planes — formed in response to phenomena in the material world, bound by cosmic law, and built from magnitude rather than flesh.
Overview
- Ethereals
- Spirits are ephemeral entities native to the ethereal and elemental planes. Though the Veil keeps the physical and spiritual worlds separate, they share a deep connection. Such creatures form in response to phenomena in the material world, growing in power and self-awareness over time.
- Brood Demigods
- The mightiest animal and plant spirits are virtual demigods, ruling over vast broods of subordinate spirits representing their children in the mortal world. Primitive cultures venerate such beings as the Lord of Horses, the Cat Lord, the Bear King, the Oak Father, the Winter Queen, and similar.
- Druidic Authority
- These entities collectively bless druids with their magic, granting mortals power based on divine authority. Their hierarchy is bonded by hive mind, recognizing an alien order of influence rooted in age and raw power.
- Bound by Law
- Regardless of their moral alignment, spirits are bound by specific cosmic rules: they must keep their oaths, shun unrelated spirits, and obey their species’ ban. Some ancient powers also levy curses — supernatural allergies — against creatures that threaten the natural order.
It isn’t feasible to create statistics for every trait a spirit might possess, so don’t try. Choose a magnitude, choose a type, derive base statistics from the formulas below, then stack the modifiers for the spirit’s nature.
Spirit Traits
The metaphysics of the ethereal and elemental planes give spirits certain traits that make them alien to creatures from the mortal realm. Every spirit possesses all of the following.
- Awareness
- Spirits are passively aware of things that directly relate to their nature, and can divine such information with thought. A spirit of fire can sense the location and intensity of fires; a spirit of horses knows the health and whereabouts of horses, etc. The more powerful a spirit is, the greater its ability to sense such things.
- Hierarchy
- Spirits of the same type naturally form broods, recognizing an alien hierarchy of influence based on age and power. These broods are bonded by a hive mind. Weak spirits are unintelligent and have minimal sense of self. Powerful spirits develop self-awareness and can command their weaker brethren based on divine authority.
- Laws
- Spirits must keep their oaths and shun interaction with other spirits that have nothing to do with the forces they embody. Every type of spirit has a specific ban — behaviors or substances it cannot perform or interact with under certain conditions. If a spirit can be forced or tricked into violating its ban, it suffers a penalty ranging from damage to incapacitation to death.
- Curses
- Some spiritual entities are so ancient, powerful, and alien that they are unfathomable to mortals. The "gods" of plants in particular have been known to levy curses against creatures that threaten the natural order. These manifest as supernatural allergies — vampires to stakes and running water, werewolves to silver and belladonna, fey to cold iron. Mystics have established the source of these curses, but not their motive or what logic, if any, is behind them. And the entities responsible don’t talk.
- Slumber
- All spirits can dematerialize, spreading their essence over an area of variable size and entering a dreaming fugue state where they are only vaguely aware of nearby events. Spirits must enter this form to recover or heal. Mighty spirits often sleep for decades or even centuries at a time, tending to manifest in response to some triggering event or when compelled by magical means.
- Magnitude
- The statistics of a spirit are determined by its magnitude and nature rather than its physicality. If a spirit should have a skill that relates to its nature, it uses magnitude for the roll. When building a spirit, figure out its magnitude and type, then calculate its base statistics and add modifiers from the type tables. High magnitude spirits are powerful.
Spirit Statistics
All spirit stats derive from Magnitude. Begin with the formulas below, then apply the modifiers from the spirit’s family.
| Stat | Formula |
|---|---|
| Health | 7 × Magnitude |
| Defense | 8 + Magnitude |
| Soak | 0 |
| Speed | 30 |
| Saves | 50% of Magnitude (rounded up) |
| Initiative | 50% of Magnitude (rounded up) |
| Attack | d20 + Magnitude |
| Damage | d8 + Magnitude |
| Traits | All relevant traits of the creature or force embodied |
| Arete | Magnitude |
| Potency | Magnitude + 8 |
Animal Spirits
Animal spirits embody a single species or a broader predatory or herbivorous archetype. Select one body archetype, then layer the relevant ecological modifier.
- Agile
- +10 speed; +2 defense, initiative, and reflex.
- Brute
- +20 health; +2 soak, damage, and fortitude.
- Small
- ‒10 health; +3 defense.
- Predators
- +2 initiative and damage.
- Herbivores
- +10 speed; +2 fortitude.
- Arthropods
- +1 soak, initiative, and will.
Plant Spirits
Plant spirits embody a kind of vegetation. Select one trait set from the list below; all plant spirits gain Fleshless by default.
- Trees
- +20 health; +2 soak, damage, fortitude. Fleshless, Many Limbs.
- Brush
- Barbs, Fleshless.
- Vines
- Climber, Fleshless, Grab, Reach.
- Flowers
- Fleshless, Mesmerism.
- Grain
- Charm, Fleshless.
- Fungi
- Fleshless, Poison, Putrid, Toxic.
Elemental Spirits
Elemental spirits embody one of the primal forces. Choose a base element, then optionally apply a hybrid sub-type that builds on it.
- Air
- +40 speed; +4 initiative and reflex. Fleshless, Flyby, Flying, Gaseous.
- Earth
- ‒10 speed; +5 soak; +3 damage and fortitude. Burrow, Fleshless, Resistant (slashing/piercing).
- Fire
- +20 speed; +2 initiative and reflex. Barbs (fire), Fleshless, Empowered, Exploding, Reach.
- Water
- +10 speed; +2 soak and fortitude. Amorphous, Crushing.
- Storm (air)
- Empowered (lightning), Barbs (lightning), Electroshock (magnitude), Gaseous.
- Steam (air)
- Gaseous.
- Molten (earth)
- Empowered (fire), Barbs (fire).
- Mud (earth)
- Amorphous.