I thought a sort of glossary of some of the traits, abilities and powers of some of the spirit world might prove useful. The ones underlined are specifically from the Core rules, any others are either generic terms or of my own invention. The list is a bit ad hoc at present but I will add to it and tidy it up when I get time.
Some of these terms could be used by GM's to help define spirits with handy keywords, a bit like spell descriptions.
Covenant – spirit will only assist if a bargain or agreement is struck, if treated with hostility it will flee or attack back. Healing and birthing spirits are a good example, they are useless if attacked and bound and will only heal or assist those who offer them some form of service or agreement. Opposed tests of the spirit magicians Influence versus the spirits Persistence are the most simple game mechanic to reflect this. Covenants are like a trade, both parties must be happy to proceed with them, although they can be influenced by the other in their decision.
Contract – a spirit that has been defeated or bound may be forced to agree a contract of one service or action before it is released. This service can be left very vague or minutely defined as desired. The spirit will return to perform the contract to the best of its ability when summoned by its true name and then depart back to the spirit world.
Hostile – spirit is essentially hostile and aggressive to the spirit magician and his tradition or cult. Hostile spirits are rarely used by spirit magicians.
Neutral – spirit is largely disinterested in cult allegiances or spirit traditions. Such spirits can often be bargained with or may be defeated and bound or forced to service – see Contracts.
Friendly – friendly spirits are often defined by a spirit tradition as part of their higher magic and can vary greatly from one spirit cult to another. They will always have a positive attitude to friendly cultists when first encountered. They are often very open to the idea of forming a covenant, see above.
Allied spirit – a spirit that has either agreed to a mutual alliance with an individual spirit magician and will assist him in any way it can, or a spirit allied to a specific spirit cult that will assist cult members of the correct cult rank.
Manifestation (Physical) – a spirit that has some actual physical manifestation when on the mundane plane, such as a wind spirit gently blowing air around or a mist spirit manifesting with a low ground mist. Such manifestations will be able to interact, within limits, with the physical world.
Manifestation (Spiritual) – a spirit that has some spiritual manifestation when on the mundane plane, such as a guardian spirit appearing as a ghostly badger. Such forms may not interact physically with the material world and are usually only visible to those with some Spirit Walking skill or other magical vision.
Discorporation – a spirit that can discorporate a mortals soul onto the spirit plane and potentially initiate spirit combat. Spirits with this ability will always have the Discorporation skill. Spirits with discorporation are not always out to mindlessly tear mortal souls apart, they may merely use the ability to defend themselves or force a mortals soul into performing some service.
Persistent – a spirit that's effects last as long as it is let out from its fetish or is released on the mundane world. Such spirits are vulnerable to spells such as the Banish, Spirit Block, or even blasting them with some form of magical damage. Once dismissed or destroyed, the spirit is gone for good until a new replacement can be summoned. Most spirits possess this trait.
Transient – a spirit who's effect last a specific time period or until a condition is met. The spirit will appear, do its best to perform the task and then return to the spirit world immediately afterwards – see Covenant and Contracts.
Dominant Possession - occurs when the possessing entity literally takes complete control of the possessed body. The victim is fully aware that its body has been taken over but is absolutely helpless, unable to take any action at all. The possessor does not have access to any of the memories, skills or magic of the possessed but substitutes its own instead.
Covert Possession - is when the spirit hides in the body of the possessed, riding it like a hitch-hiker. The victim retains complete control over his body and remains completely unaware of his possession, unless the spirit chooses to inform him of its presence.
Corporeal - A soul or spirit which inhabits a physical body or item is defined as being corporeal. Corporeal souls or spirits are unable to enter the spirit world unless they abandon their physical form or are drawn to the spirit world by being discorporated.
Semi-Corporeal – a state of being where a spirit has some limited physical form but is still somehow linked to the spirit world directly. Some haunts such as ghost and wraiths have this strange half-and-half state as they are often linked to a physical object on the material plane.
Material Plane – the purely physical world inhabited my man, also sometimes also called the mundane plane or material world.
Spirit Plane – the purely spiritual world, the realm of spirits and souls. Linked closely and parallel to the physical material plane but always separated. Can sometimes be seen overlapping the material plane with abilities such as Soul Sight or glimpsed briefly at magical or holy times.
Boost Attribute – a spirit that quite literally boosts some attribute when internalised by the spirit magician (AP, Damage Modifier, HP, Movement, MP or SR). Many nature spirits are a good example of 'boosting' spirits.
Manifest Trait - a spirit that quite literally grants the use of some trait or ability when internalised by the spirit magician. Many nature spirits are a good example of Trait granting spirits. They can be easily defined as Manifest Trait (Fly), Manifest Trait (Wall Walking), Manifest Trait (Night Vision) etc.
Dominate Species – a spirit that allows the domination and control of certain creatures, usually a number of creatures equal to their intensity.
Increase a Skill - a spirit that quite literally boosts a skill when internalised by the spirit magician. This is usually a boost of +10% per intensity.
Grant Combat Manoeuvre - a spirit that allows a certain combat manoeuvre when internalised by the spirit magician. This is in addition to any manoeuvres generated during combat.
**added 8-3-11**
Haunt – a general term for various kinds of souls trapped in some form between the spirit world and the mortal plane. Ghosts and wraiths are both examples of such creatures. Haunts are often semi-corporeal.
Binding – spirit magicians can bind spirits into a fetish to hold them on the mortal plane. A binding holds the spirit safely until the fetish is broken, or the spirit is released. Binding has the advantage of protecting the spirit from attacking spirits or spells but does remove the spirit from any access to the spirit plane and thus it is unable to regain its magic points. Most spirits dislike being bound.
Fetish – a physical object used as the binding to hold a spirit. A fetish can be almost anything from a huge stone monolith to a feather or a tattoo, but they are usually portable objects with some link to the type of spirit being held within them.
Fetch - A fetch is a shaman’s guardian spirit, which is usually related in form or nature to the totem spirit of his tribe or cult. The fetch aids the shaman, protecting and guiding him in the spirit world. It is in every way his spirit brother. Fetches provide many benefits and responsibilities for a shaman.