Spirits

Spirits are protectors of the material world, usually found near important points of interests such as a lake, an urban center or the deepest parts of a forest. They may be revered as tutelary deities, or feared as bringers of natural disasters.


Aspects

Aspect of FireLevel 0 - Combatant
Aspects of fire are born from small unattended flames. Most are too weak to make themselves known. In rare cases and under the right conditions, an aspect may manifest a small body for itself.
Health: 20Movement: 5 meters
Major skills: Magic SensePrecision Roll: d10
Parry: 4Warding: 5Constitution: 6Evasion: 4
Physical Armor: 0Magical Armor: 0Weapon: Unarmed
Small Creature - Passive
This creature is physically small, and it takes up a 1 meter by 1 meter space on a battle map. However, another small creature can share the same space with this creature.
Fire Affinity - Passive
This spirit receives half damage from burning.
While this spirit is soaked or frostbitten, it is also slowed.
Flames - Action, basic weapon attack, projectile
This attack's precision roll is made against Constitution.
Range: 10 meters.
Applies burning (10 damage) for 1 round.

Aspect of WaterLevel 0 - Combatant
Aspects of water inhabit tiny bodies of water such as puddles. Most are too weak to make themselves known. In rare cases and under the right conditions, an aspect may manifest a small body for itself.
Health: 20Movement: 5 meters
Major skills: Magic SensePrecision Roll: d10
Parry: 4Warding: 5Constitution: 6Evasion: 4
Physical Armor: 0Magical Armor: 0Weapon: Unarmed
Small Creature - Passive
This creature is physically small, and it takes up a 1 meter by 1 meter space on a battle map. However, another small creature can share the same space with this creature.
Water Affinity - Passive
This spirit can't be soaked, but it takes a +5 bonus damage from electrified and frostbitten.
Splash - Action, basic weapon attack
Deals 10 physical damage.
Applies soaked for 1 round.

Aspect of MetalLevel 0 - Combatant
Aspects of metal can be found in various places such as near veins of ore or forges used to work metal. Most are too weak to make themselves known. In rare cases and under the right conditions, an aspect may manifest a small body for itself.
Health: 20Movement: 5 meters
Major skills: Magic SensePrecision Roll: d10
Parry: 6Warding: 4Constitution: 5Evasion: 4
Physical Armor: 0Magical Armor: 0Weapon: Unarmed
Small Creature - Passive
This creature is physically small, and it takes up a 1 meter by 1 meter space on a battle map. However, another small creature can share the same space with this creature.
Metal Affinity - Passive
Damage from burning ignores the armor of this creature.
Lightning - Action, basic weapon attack, projectile
This attack's precision rolls are made against Evasion.
Range: 10 meters.
Applies electrified (10 damage) for 1 round.

Aspect of EarthLevel 0 - Combatant
Aspects of earth live in caves or mountains. Most are too weak to make themselves known. In rare cases and under the right conditions, an aspect may manifest a small body for itself.
Health: 20Movement: 5 meters
Major skills: Magic SensePrecision Roll: d10
Parry: 5Warding: 4Constitution: 6Evasion: 4
Physical Armor: 0Magical Armor: 0Weapon: Unarmed
Small Creature - Passive
This creature is physically small, and it takes up a 1 meter by 1 meter space on a battle map. However, another small creature can share the same space with this creature.
Earth Affinity - Passive
This spirit takes half damage from electrified, except when it is also soaked.
Stone Daggers - Action, basic weapon attack, projectile
This attack's precision rolls are made against Evasion.
Range: 5 meters.
This spirit shoots two daggers at the same target, each dealing 5 armor-ignoring damage.

Aspect of NatureLevel 0 - Combatant
Aspects of nature are born from trees or bushes. Most are too weak to make themselves known. In rare cases and under the right conditions, an aspect may manifest a small body for itself.
Health: 20Movement: 5 meters
Major skills: Magic SensePrecision Roll: d10
Parry: 4Warding: 5Constitution: 6Evasion: 4
Physical Armor: 0Magical Armor: 0Weapon: Unarmed
Small Creature - Passive
This creature is physically small, and it takes up a 1 meter by 1 meter space on a battle map. However, another small creature can share the same space with this creature.
Nature Affinity - Passive
This spirit can't receive diseased except when applied directly to it.
Whenever a creature ends their turn next to this spirit, it makes a precision roll against that creature's Constitution. On a success, the creature is applied diseased for 1 round.
Thorn Whip - Action, basic weapon attack
Range: 2 meters (melee).
Deals 10 magical damage.

Minor Spirits

Hearth SpiritLevel 2 - Combatant
Hearth spirits are minor guardian spirits that settle within household ovens and communal hearths. They reflect the treatment of the fires they inhabit, appearing healthy and radiant where the hearth is respected, and gaunt or hostile where it is neglected or insulted.
Health: 60Movement: 6 meters
Major skills: Magic SensePrecision Roll: d10 + 1
Parry: 5Warding: 7Constitution: 6Evasion: 5
Physical Armor: 0Magical Armor: 5Weapon: Unarmed
Fire Affinity - Passive
This spirit receives half damage from burning.
While this spirit is soaked or frostbitten, it is also slowed.
Guardian - Passive
If this spirit has settled within a fireplace, hostile spirits of its level or lower cannot come within 5 meters of the fireplace.
Burning Claw - Action, basic weapon attack
Deals 10 physical damage.
Applies burning (10 damage) for 2 rounds.
Housewarmth - Action, technique
Radius: 2 meters.
Allies of this spirit within radius gain 5 temporary magical armor for 1 round.
Conflagration - Rapid action, technique
This ability's precision rolls are made against Evasion.
Radius: 2 meters.
Burning creatures within radius take 10 magical damage.
Opportunistic Claw - Prepared action, weapon attack
Attacks the next foe who moves into, out of or within range, dealing 10 physical damage.

River SpiritLevel 2 - Combatant
River spirits, sometimes called stream spirits, are minor spirits inhabiting bodies of flowing freshwater. They are unpredictable and known to drown animals and people on a whim. If disturbed, they will cause their stream to overflow, damaging anything nearby.
Health: 60Movement: 6 meters
Major skills: Magic SensePrecision Roll: d10 + 1
Parry: 5Warding: 7Constitution: 6Evasion: 5
Physical Armor: 0Magical Armor: 5Weapon: Unarmed
Water Affinity - Passive
This spirit can't be soaked, but it takes a +5 bonus damage from electrified.
Additionally, this spirit is not affected by rough terrain of water or mud.
Splash - Action, basic weapon attack
Range: 3 meters.
Deals 20 physical damage.
Overflow - Full-turn action, technique
The river of this spirit gradually expands at a rate of 1 meter every 2 rounds starting from the next round, up to a maximum of 3 meters. It will then return to normal within half a day.
This ability is considered an environmental effect.
Waterjet - Rapid action, technique, projectile
This attack's precision roll is made against Evasion.
Range: 2 meters.
This spirit shoots a stream of pressurized water, dealing 5 physical damage and pushing its target for up to two meters.
Applies soaked for 1 round.
Opportunistic Splash - Prepared action, weapon attack
Range: 2 meters (melee)
Attacks the next foe who moves into, out of or within range, dealing 10 physical damage.

Forge SpiritLevel 2 - Combatant
Forge spirits are summoned by smiths raising a seasonal forge, starting the first fire with an offering of fat. Afterwards, they attend the furnace and anvil, lending their strength to smiths who work honestly and spoiling the work of careless amateurs. When the season changes and the work is done, they depart until next year.
Health: 80Movement: 5 meters
Major skills: Magic Sense, InsightPrecision Roll: d10 + 1
Parry: 7Warding: 5Constitution: 6Evasion: 5
Physical Armor: 5Magical Armor: 0Weapon: Unarmed
Metal Affinity - Passive
This spirit takes half damage from electrified, but damage from burning ignores its armor.
Slash - Action, basic weapon attack
Deals 25 physical damage.
Blunt - Action, technique
This technique's precision roll is made against Warding.
Range: 5 meters.
This spirit blunts a weapon within range. Damaging weapon attacks performed with this weapon deal 10 less damage before armor for 2 rounds. If this weapon was made in this spirit's forge, this penalty is permanent instead.
This technique does not require a precision roll against unattended weapons.
Metalskin - Rapid action, technique
This spirit's exterior grows sharp spikes for 1 round. Whenever it is hit with a melee attack while these spikes are active, the attacker is dealt 5 physical damage without precision rolls.
Charge - Full-turn action, basic weapon attack
-1 penalty to precision roll.
This spirit gains a +3 bonus to its movement speed, and charges at its target in a straight unobstructed path using its movement speed. Then, it attacks with Slash.
After charging, the spirit becomes fatigued for 1 round.

Common Spirits

Common Fire SpiritLevel 4 - Combatant
To do: add lore
Health: 60Movement: 6 meters
Major skills: Magic Sense, InsightPrecision Roll: d10 + 2
Parry: 6Warding: 8Constitution: 7Evasion: 6
Physical Armor: 0Magical Armor: 5Weapon: Unarmed
Fire Affinity - Passive
This spirit receives half damage from burning.
If this spirit is soaked or frostbitten, it is also slowed.
Burning Claw - Action, basic weapon attack
Deals 12 physical damage.
Applies burning (12 damage) for 2 rounds.
Conflagration - Rapid action, technique
This ability's precision rolls are made against Evasion.
Radius: 3 meters.
Burning creatures within radius take 12 magical damage.
Elemental Armor - Rapid action, technique
This spirit empowers itself, gaining 5 temporary magical armor for 2 rounds.
Flaming Trail - Full-turn action, technique
This ability's precision rolls are made against Constitution.
This spirit moves up to its movement speed, leaving a trail of fire behind the squares it passes through. This trail stays alight for 1 round and deals 10 magical damage whenever a creature steps into a burning square.
Creatures with fire affinity are unaffected by this technique.
Opportunistic Claw - Prepared action, weapon attack
Attacks the next foe who moves into, out of or within range, dealing 12 physical damage.

Common Water SpiritLevel 4 - Combatant
To do: add lore
Health: 60Movement: 6 meters
Major skills: Magic Sense, InsightPrecision Roll: d10 + 2
Parry: 6Warding: 8Constitution: 7Evasion: 6
Physical Armor: 0Magical Armor: 5Weapon: Unarmed
Water Affinity - Passive
This spirit can't be soaked, but it takes a +5 bonus damage from electrified and frostbitten.
Ice Shards - Action, basic weapon attack, projectile
This attack's precision roll is made against Warding.
Range: 5 meters.
This spirit shoots two shards of ice at its target creature. Each shard deals 12 magical damage.
if both shards hit, target is frostbitten (6 damage) for 1 round.
Waterjet - Rapid action, technique, projectile
This attack's precision roll is made against Evasion.
Range: 3 meters.
This spirit creates a jet of water, dealing 6 physical damage and pushing its target for up to three meters.
Applies soaked for 1 round.
Elemental Armor - Rapid action, technique
This spirit empowers itself, gaining predictive foresight for 2 rounds.
Opportunistic Splash - Prepared action, weapon attack
Range: 2 meters (melee).
Attacks the next foe who moves into, out of or within range, dealing 12 physical damage.

Common Metal SpiritLevel 4 - Combatant
To do: add lore
Health: 80Movement: 4 meters
Major skills: Magic Sense, InsightPrecision Roll: d10 + 2
Parry: 8Warding: 6Constitution: 7Evasion: 6
Physical Armor: 5Magical Armor: 0Weapon: Unarmed
Metal Affinity - Passive
This spirit takes half damage from electrified, but damage from burning ignores its armor.
Slash - Action, basic weapon attack
Deals 25 physical damage.
Lightning - Action, weapon attack, projectile
This attack's precision roll is made against Evasion.
Range: 5 meters.
Applies electrified (12 damage) for 2 rounds.
Metalskin - Rapid action, technique
This spirit's exterior grows sharp spikes for 1 round. Whenever it is hit with a melee attack while these spikes are active, the attacker is dealt 6 physical damage without precision rolls.
Elemental Armor - Rapid action, technique
This spirit empowers itself, gaining 5 temporary physical armor for 2 rounds.
Charge - Full-turn action, basic weapon attack
-1 penalty to precision roll.
This spirit gains a +3 bonus to its movement speed, and charges at its target in a straight unobstructed path using its movement speed. Then, it attacks with Slash.
After charging, the spirit becomes fatigued for 1 round.

Major Spirits

Major Fire SpiritLevel 8 - Combatant
To do: add lore
Health: 80Movement: 6 meters
Major skills: Magic Sense, InsightPrecision Roll: d10 + 4
Parry: 8Warding: 10Constitution: 9Evasion: 8
Physical Armor: 0Magical Armor: 5Weapon: Unarmed
Fire Affinity - Passive
This spirit receives half damage from burning.
If this spirit is soaked or frostbitten, it is also slowed.
Burning Claw - Action, basic weapon attack
Deals 15 physical damage.
Applies burning (15 damage) for 2 rounds.
Blazing Ground - Action, technique
This ability's precision rolls are made against Evasion.
Radius: 3 meters.
The ground around this spirit turns into blazing embers for 2 rounds. It makes a precision roll against creatures walking into or ending their turn within this area. On success, that creature starts burning (15 damage) for 2 rounds.
Conflagration - Rapid action, technique
This ability's precision rolls are made against Evasion.
Radius: 3 meters.
Burning creatures within radius take 15 magical damage.
Elemental Armor - Rapid action, technique
This spirit empowers itself, gaining 5 temporary magical armor for 3 rounds.
Flaming Trail - Full-turn action, technique
This ability's precision rolls are made against Constitution.
This spirit moves up to its movement speed, leaving a trail of fire behind the squares it passes through. This trail stays alight for 1 round and deals 10 magical damage whenever a creature steps into a burning square.
Creatures with fire affinity are unaffected by this technique.
Opportunistic Claw - Prepared action, weapon attack
Attacks the next foe who moves into, out of or within range, dealing 15 physical damage.

Major Water SpiritLevel 8 - Combatant
To do: add lore
Health: 80Movement: 6 meters
Major skills: Magic Sense, InsightPrecision Roll: d10 + 4
Parry: 8Warding: 10Constitution: 9Evasion: 8
Physical Armor: 0Magical Armor: 5Weapon: Unarmed
Water Affinity - Passive
This spirit can't be soaked, but it takes a +5 bonus damage from electrified and frostbitten.
Ice Shards - Action, basic weapon attack, projectile
This attack's precision roll is made against Warding.
Range: 5 meters.
This spirit shoots two shards of ice at its target creature. Each shard deals 15 magical damage.
if both shards hit, target is frostbitten (10 damage) for 1 round.
Waterjet - Rapid action, technique, projectile
This attack's precision roll is made against Evasion.
Range: 3 meters.
This spirit creates a jet of water, dealing 8 physical damage and pushing its target for up to three meters.
Applies soaked for 1 round.
Elemental Armor - Rapid action, technique
This spirit empowers itself, gaining predictive foresight for 2 rounds.
Opportunistic Splash - Prepared action, weapon attack
Range: 2 meters (melee).
This spirit attacks the next foe who moves into, out of or within range, dealing 15 physical damage.
Rain - Full-turn action, technique
Radius: 3 meters.
This spirit creates a large and stationary weather event around itself. Any creature who starts or ends their turn within this area are applied soaked for 1 round without requiring precision rolls unless they have cover from weather. This technique can only be used outside or interiors with sufficient space.