Spirit sheet
Conjuror chooses force of spirit beforehand, force is TN of Conjuring test. Gains a number of services equal to successes. Powers are detailed starting on page 263 of SR3. Note that these guys' domains are natural occurrences of the elements - furnaces, wind tunnels and streets don't cut it. Spirits hang around until next sunrise or sunset unless their services are used up beforehand.
Drain TN is force of spirit. Damage code calculated based on spirit's force as follows:
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Gnomes (Spirits of the Ground)
Gnomes are patient and calm, and usually appear as pools of mud, large rocks or even humanoid stone figures.
Domain: Any place with large amounts of exposed natural earth, such as a recently tilled field, a stone quarry, or even a mudslide or rockfall.
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Initiative: F + 8 + 1D6, Astral F + 20 + 1D6
Attacks: (STR)S, +1 Reach
Powers: Concealment, Engulf, Fear, Guard, Magical Guard, Materialisation
Weaknesses: Vulnerability (air)
Manitous (Spirits of Wood)
Manitous are confident and wise and frequently take form as a living tree of plant creature.
Domain: Any place thick and abundant with healthy trees and plant life.
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Initiative: F + 10 + 1D6, Astral F + 20 + 1D6
Attacks: (STR)S
Powers: Accident, Concealment, Confusion, Engulf*, Fear, Guard, Magical Guard, Materialisation
* Engulf power causes (Force)S Stun damage as victim is wrapped in roots and vines, smothered with leaves, scratched with brambles and beaten with branches
Salamanders (Spirits of the Flames)
Salamanders are intelligent creatures that love to start fires and dance among the flames. They usually appear as lizards composed entirely of flame on the astral plane, and materialise as a shimmering wave of heat, a fist-sized ball of flame, or a living humanoid flame.
Domain: Any place of natural great heat or flame, such as a bonfire, a volcano, or even a hot roadway under the desert sun.
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Initiative: F + 10 + 1D6, Astral F + 20 + 1D6
Attacks: (STR)M
Powers: Engulf, Flame Aura, Immunity (Fire), Innate Spell (Flamethrower), Guard, Magical Guard, Materialisation, Psychokinesis
Weaknesses: Vulnerability (Water)
Sylphs (Spirits of the Winds)
Sylphs are perceptive spirits, rarer than other spirits of the elements. They usually appear as whirlwinds or small tornadoes, though they frequently conceal themselves and remain invisible.
Domain: Any place with strong natural wind currents, including storms, gale-swept plains, and mountains and other high places.
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Initiative: F + 12 + 1D6, Astral F + 20 + 1D6
Attacks: (STR)M Stun
Powers: Concealment, Confusion, Engulf, Guard, Magical Guard, Materialisation, Movement, Psychokinesis
Weaknesses: Vulnerability (Earth)
Undines (Spirits of the Waves)
Undines are curious and gentle creatures. They tend to constantly change form, from a cloud of mist or snow to a shifting puddle to a sheet of ice.
Domain: Any place with a strong natural current of water, including waterfalls, driving rain or snow, fast rivers, or tempestous seas.
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Initiative: F + 9 + 1D6, Astral F + 20 + 1D6
Attacks: (STR)S Stun
Powers: Accident, Concealment, Engulf, Guard, Magical Guard, Materialisation, Movement, Search
Weaknesses: Vulnerability (Fire)