Nature Spirits

Vagni

Mongoose
During an idle moment at the weekend I designing a few simple nature spirits based on the Core Rules for Spirit Magic, I thought I'd share them here in case anyone's interested:


'Power Root' (Intensity 3 boost MP, plant spirit)
INT 1, POW 20, CHA 1, CA 2, SR +1, HP 20
Spirit Damage +1D10. Persistence 60%, Spectral Hallucinogenic 100%.
Increases the MP of the magician by 3.

'Thorny Might' (Intensity 2 boost Damage Modifier, plant spirit)
INT 1, POW 18, CHA 1, CA 2, SR +1, HP 18
Spirit Damage +1D10. Persistence 72%, Spectral Thorns 90%.
Increases the Damage Modifier of the magician by two steps.

'Steadfast Root' (Intensity 2 grants Combat Manoeuvre, plant spirit)
INT 1, POW 21, CHA 1, CA 2, SR +1, HP 21
Spirit Damage +2D6. Persistence 84%, Spectral Roots 105%.
Grants the magician the use of the Stand Fast combat manoeuvre.

'Touch Vine' (Intensity 4 grants Combat Manoeuvre, plant spirit)
INT 1, POW 27, CHA 1, CA 3, SR +1, HP 27
Spirit Damage +2D8. Persistence 108%, Spectral Vines 135%.
Grants the magician use of the Pin Weapon critical combat manoeuvre.

'Shadows Leaper' (Intensity 2 boosts movement, Lynx spirit)
INT 5, POW 16, CHA 5, CA 2, SR +5, HP 16
Spirit Damage +1D8. Persistence 64%, Spectral Bite 80%.
Increases the magicians move rate by +2m.

'Bushy Tail' (Intensity 3 increase skill, Squirrel spirit)
INT 5, POW 17, CHA 4, CA 2, SR +5, HP 17
Spirit Damage +1D10. Persistence 68%, Spectral Bite 85%.
Increases the magicians Athletics skill by +30%.

'Nevermore' (Intensity 3 increase skill, Raven spirit)
INT 6, POW 24, CHA 6, CA 3, SR +6, HP 24
Spirit Damage +2D6. Persistence 96%, Spectral Peck 120%.
Increases the magicians Perception skill by +30%.

'Swift Tail' (Intensity 2 boosts MP, Mouse spirit)
INT 5, POW 14, CHA 3, CA 2, SR +4, HP 14
Spirit Damage +1D8. Persistence 56%, Spectral Bite 70%.
Increases the magicians MP by +2.

'Swift Hoof' (Intensity 3 increase skill, Zebra spirit)
INT 4, POW 23, CHA 4, CA 3, SR +4, HP 23
Spirit Damage +2D6. Persistence 92%, Spectral Peck 115%.
Increases the magicians Ride skill by +30%.

'Scaled Walker' (Intensity 3 boost AP, Armadillo spirit)
INT 4, POW 21, CHA 4, CA 3, SR +4, HP 21
Spirit Damage +2D6 . Persistence 84%, Spectral Claw 105%.
Boosts the magicians AP by +3.


These are pretty simple to adapt if you want to change the relevant effect as well. Best to make like for like changes (i.e. changing skills for skills, attributes for attributes etc.) or it can mess up the spirits POW and everything linked to it.

Hope they are helpful. :)
 
Vagni said:
'Power Root' (Intensity 3 boost MP, plant spirit)
INT 1, POW 20, CHA 1, CA 2, SR +1, HP 20
Spirit Damage +1D10. Persistence 60%, Spectral Hallucinogenic 100%.
Increases the MP of the magician by 3.
I know this is by-the-book but I think 3 extra MPs is a bit feeble compared to some of the other bonuses available. Going from +1d2 to +1d8 damage modifier is huge compared to 3MPs. It doesn't even increase your MP regeneration rate.
 
Nice spirts, perhaps you ought to post them on the Wiki, save them getting lost in the depths of the forum.

Loz, is there a second cults book in the pipline...
... Will the Hsushen traditions be present?
.. I was wondering about Hsuchen (if I can spell it), are they still integrating Beast spirits to get their tranformation abilities? Are you keeping this mechanic?
.. If so is it possible to integrate other beast spirits of the same animal type.
ie Could a Lynx Shamman/Hsunchen intergate Vagni's Shadows Leaper spirit as well as the its three transformation spirits?
 
PhilHibbs said:
Vagni said:
'Power Root' (Intensity 3 boost MP, plant spirit)
INT 1, POW 20, CHA 1, CA 2, SR +1, HP 20
Spirit Damage +1D10. Persistence 60%, Spectral Hallucinogenic 100%.
Increases the MP of the magician by 3.
I know this is by-the-book but I think 3 extra MPs is a bit feeble compared to some of the other bonuses available. Going from +1d2 to +1d8 damage modifier is huge compared to 3MPs. It doesn't even increase your MP regeneration rate.

Maybe increasing the MP effect by saying 1D3 MP per intensity would be a reasonable House Rule? Maybe 1D4 or 1D6 per intensity if you wanted greater access to MP in your world.
 
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