Command spirits spells

gran_orco

Mongoose
I have noted that spells like Control (spirit, otherworld entity...) have disappeared. So I suppose that spirits owned by a shaman cannot be controlled by an enemy with traditional methods, but they can be harmed by spells like disrupt. Or maybe spirits can be harmed only with spirit combat.
Could you explain this, please?
 
gran_orco said:
I have noted that spells like Control (spirit, otherworld entity...) have disappeared. So I suppose that spirits owned by a shaman cannot be controlled by an enemy with traditional methods, but they can be harmed by spells like disrupt. Or maybe spirits can be harmed only with spirit combat.
Could you explain this, please?
There are still spells to help protect against, or drive off, spirits; and you can also blast them with magical damage. But now there is a fully functional spirit magic system, it seems a little unfair to undermine the shaman's area of expertise buy granting other magic traditions total control over 'their' spirits.

It'd be like giving shaman spirits which can steal a PC's divine spells and cast them for the shaman instead. :twisted:
 
But could I attack to a spirit with a fireblade, bladesharp or skybolt, for exemple, if I can see it, like MRQ1?
If answer is "yes", shamans will be searching new spirits every night to regain them :)
 
I don't think so: if I remember the spirit section right, they don't have any hit points, and presumably are immune to damaging spells as a consequence. Sorcerous diminish POWs or INTs (or Taps) could affect them, and other things that interact with their nature, but I can't see Skybolt affecting them. I quite like this, it makes spirits scary and require specialist help or spells to overcome.
 
Magic Points are used by spirits and souls as their hit points, but it would be useful to know if these HP are reduced only when a soul is discorporated or can be reduced from material world.
 
gran_orco said:
Magic Points are used by spirits and souls as their hit points, but it would be useful to know if these HP are reduced only when a soul is discorporated or can be reduced from material world.
When a spirit is manifested in the material world it becomes vulnerable to magical effects and/or damage - if it can be seen to be targeted. A spirit can always be recalled to its fetish before it is destroyed, and since most spirits remain in close proximity to their owner, attacking one with a weapon enhancing spell would probably require you to stand in melee range with the spirit magician and you'll only inflict the magical bit of the damage.

Zapping the average spirit from afar is going to take several sequentially cast Common Magic spells to actually destroy it. I'd imagine that most adventurers would probably want to use their big blasting spells against the shaman himself rather than the spirit, but you never can tell. :)

Spirits remaining on the spirit plane cannot be directly harmed by a physical character, but the reverse is not true. Some spirits are capable of discorporating a character in the material world and dragging them onto the spirit plane. This is what makes them rather scary.

Damaging a spirit in the spirit world normally requires, or is limited to, spirit combat. Using spells on the spirit plane will weaken you further if it costs magic points to cast and some magic will be useless depending on its function. Weapon enhancements for example won't work since you don't have a weapon to cast it on or a body with which to wield it. What magic works and what doesn't is up to the GM to decide what suits his campaign.
 
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