Spirits

Elementals

Air Elemental
Appears as a vaguely humanoid whirling mass of Smoke or Mist.
Skills: Fighting, Stealth
Powers: Engulf, Materialization, Movement, Psychokinesis, Noxious Breath
Special: Can Fly, +1d6 damage from earth spells/weapons

Earth Elemental
Appears as a chunky, humanoid shape of dirt and rock
Skills: Fighting, Stealth
Powers: Engulf, Materialization, Movement,
Special: Toughness +3, +1d6 damage from air spells/weapons

Fire Elemental
Appears as a humanoid or lizard-like creature bathed in flames
Skills: Fighting, Sorcery
Powers: Bolt (Fire), Burst (Fire) Engulf, Armor (Fire, no protection, but attackers take 2d6 damage), Guard, Materialize
Special: +1d6 damage from water spells/weapons

Water Elemental
Appears as a mass of murky water constantly changing shape
Skills: Fighting, Sorcery
Powers: Engulf, Materialization, Movement
Special: +1d6 damage from Fire Spells/Weapons

Nature Spirits

Spirits of Man

City Spirit
Usually appear as trash or garbage, but may appear as almost anything.
Skills: Fighting, Sorcery, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Confusion, Fear, Guard, Materialization, Search

Field Spirit
Appear as miniature farm hands
Skills, Fighting, Sorcery, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Guard, Materialization, Search

Hearth Spirit
Appears as humanoid wearing antique clothes
Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Confusion, Guard, Materialization, Search

Spirits of The Land

Desert Spirit
Appear as dust devils
Skills: Fighting, Notice, Throwing, Sorcery
Powers: Concealment, Guard, Materialization, Movement, Search

Forest Spirit
Rarely materialize, but look like Walking trees
Skills, Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Confusion, Fear, Guard, Materialization

Mountain Spirit
Rarely materializes, looks similar to Earth Elemental
Skills, Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Guard, Materialization, Movement, Search

Prairie Spirit
Appear as tumbleweeds or dust devils
Skills, Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Guard, Materialization, Movement, Search

Spirits of The Sky

Mist Spirit
Appears as a cloud of dense fog
Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Confusion, Guard, Materialization, Movement
Special: Fly

Storm Spirit
Appears as a Thundercloud
Skills: Fighting, Notice, Sorcery
Powers: Bolt (Lightning) Concealment, Confusion, Fear, Materialization
Special: Fly

Wind Spirit
Appear as Swirling Clouds, or Gusts of strong wind
Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Confusion, Guard, Materialization, Movement, Search
Special: Fly

Spirits of The Waters

Lake Spirit
Appear as Small Waterspouts, humanoids with blue skin, or made of water
Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Engulf, Fear, Guard, Materialization, Movement, Search

River Spirit
Appear as Small Whirlpools, or frog-like humanoids
Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Engulf, Fear, Guard, Materialization, Movement, Search

Sea Spirit
Appear as Merfolk
Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialization, Movement, Search

Swamp Spirit
Appear as will-o-wisps, alligators, vegetation, etc.
Skills: Fighting, Notice, Throwing, Sorcery
Powers: Accident, Concealment, Confusion, Engulf, Entangle, Fear, Guard, Materialization, Movement, Search

Spirit Powers

All spirit powers use the spirit’s die type for the casting checks. Spirits are not subject to Drain or Backlash. Spirits can sustain a number of Powers/Spells equal to half their die type. Unless otherwise specified, a single use of a Power targets a single creature or object.

Accident

The spirit makes an opposed Agility check against an opponent, object/vehicle or a group of opponents. Success causes the target to be Shaken and a raise causes a Wound.

Bolt

As per the Power in core rules. Spirits are limited to only 1 PP per two die levels (eg: 1 PP for d4 spirits, 2 PP for d6 & d8, 3 PP for d10 & d12).

Burst

As per the Power in core rules.

Concealment (sustained)

The spirit makes a Stealth check and result is a penalty applied to attempts to find the target of the Power. This power can affect a number of targets up to the Spirit’s die size.

Confusion (sustained)

The spirit makes an opposed check vs the target’s Spirit check. If successful, the target loses its sense of direction and must make Spirit checks each time they wish to change what they are doing (eg change targets, change activity). Targets suffer a -2 penalty to Parry, Fighting, Shooting, and Throwing.

Engulf

The spirit makes a Fighting check to grapple a target. If successful, the target takes twice the spirit’s die type in damage (mundane armor does not apply). On each of the target’s actions, the target and spirit make opposed Fighting checks. If the target wins, they escape. On the spirit’s action, the Engulfed target automatically takes damage again. The spirit can move at half pace, dragging the target, if it succeeds on an opposed Strength check.

Entangle

As per the Power in core rules. Smaller spirits (d4 & d6) can only affect single targets.

Fear

The spirit targets a single creature with a terrifying emotion. The target must make a Spirit check with a penalty equal to the die level of the spirit (-1 for d4, -2 for d6, etc). If the check fails, the target must roll of the Fright Table (Core Rules pg 85) and add the same die level value to the roll.

Guard (sustained)

Provides a +1 bonus per spirit die level ( +1 for d4, +2 for d6, etc) to avoid accidents. This works against the Accident power and Agility tricks. This power can affect a number of targets up to half the Spirit’s die size.

Materialization

Allows the spirit to appear on the physical plane. Spirits must Materialize to physically attack creatures/objects or affect them with their Powers.

Movement (sustained)

The spirit grants a bonus or penalty to target’s pace while moving through the spirit’s domain. Add the spirit’s die type or subtract half the spirit’s die type from a creature’s Pace.

This Power may also be used on vehicles. The spirit makes a check against a target number equal to half the vehicle’s Toughness (round up). Multiply/divide the vehicle’s speed by 1 + the number of successes and raises.

Noxious Breath

The spirit exudes a medium Cone Template of noxious fumes. Targets in the cone must make a Vigor roll with a penalty equal to the die level of the spirit (-1 for d4, -2 for d6, etc) or be shaken (Wounded on Critical failure). Respirators negate the effects of this Power.

Search (sustained)

The spirit may make a Notice check to find something within its terrain. This is opposed by Stealth checks, and the Concealment power. The spirit receives a +1 modifier for each subsequent Notice check during the same use of this Power.

Spirits

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