Planar Spirits
By following the Ferryman, you may summon the spirits of those sent to each realm. These spirit's service is a part of their payment for having a peaceful afterlife, so don't feel bad about pulling them at will. Each spirit you can summon is a different spell (Example: Planar Spirits (The Frostbitten) and Planar Spirits (The Burn Victim) must be purchased separately)
Each spirit takes a 5 minute ritual to summon, and will stay on this plane for 1 hour before dissipating back to it's afterlife. It will follow your mental commands without question, but it can't do much more than walk to a spot or "attach" to a willing host. You cannot have more Spirits summoned than you have levels in Power Investiture (The Ferryman), and you cannot have more than one of the same kind of spirit summoned at a time.
Universal Stats
Every spirit has the some of the same stats:- They are invisible to anyone but the caster and those with the ability to see Insubstantial beings.
- They have an HP of 10 and will dissapate when it reaches an HP of 0.
- They are all Insubstantial, are unaffected by gravity, and can Permeate through any objects that isn't designed or enchanted to keep spirits away.
- Each spirit has a separate ability to affect those around it. This will affect everyone that comes within its range.
- They all have a Basic Move of 1, but they may "attach" to a willing host of IQ 6+. The host is always affected by the spirit's effect (does not need to succeed a Will or HT roll), whether it's beneficial or not. There can only be one spirit attached to a host at a time.
Spirits
Name: The Buried Alive (Earth Shaper)
Cost to Summon: 3 FP
Effect: The earth within 4 yards of the spirit becomes unstable terrain, and cuts movement in half (double movement cost). This only works on dirt and uncut stone. The ground reforms back into it's stable state when the spirit move away.
Cost to Summon: 3 FP
Effect: The earth within 4 yards of the spirit becomes unstable terrain, and cuts movement in half (double movement cost). This only works on dirt and uncut stone. The ground reforms back into it's stable state when the spirit move away.
Name: The Frostbitten (Frozen Deep)
Cost to Summon: 4 FP
Effect: Everyone within 2 yards of the spirit takes 1 FP of Cold damage per second. Any innate or enchanted DR that protects vs cold burning attacks will also protect against this damage.
Cost to Summon: 4 FP
Effect: Everyone within 2 yards of the spirit takes 1 FP of Cold damage per second. Any innate or enchanted DR that protects vs cold burning attacks will also protect against this damage.
Name: The Fallen (Tempest)
Cost to Summon: 3 FP
Effect: The area within 4 yards of the spirit is suddenly whipped up in a violent gale. Any ranged or melee attacks made from or through the area are at a -2 to hit their target.
Cost to Summon: 3 FP
Effect: The area within 4 yards of the spirit is suddenly whipped up in a violent gale. Any ranged or melee attacks made from or through the area are at a -2 to hit their target.
Name: The Burn Victim (Eternal Flame)
Cost to Summon: 4 FP
Effect: Everyone within 2 yards of the spirit takes 1 HP of Burn damage per second. Any innate enchanted DR that protects vs burning attacks will also protect against this damage.
Cost to Summon: 4 FP
Effect: Everyone within 2 yards of the spirit takes 1 HP of Burn damage per second. Any innate enchanted DR that protects vs burning attacks will also protect against this damage.
Name: The Prey (Untamed Wilds)
Cost to Summon: 3 FP
Effect: When summoned, this spirit bonds to either the caster or another willing target. The chosen person automatically becomes aware of any living creatures or people that come within 4 yards of this spirit. It gives a general description of the being, but it doesn't identify them for you.
Cost to Summon: 3 FP
Effect: When summoned, this spirit bonds to either the caster or another willing target. The chosen person automatically becomes aware of any living creatures or people that come within 4 yards of this spirit. It gives a general description of the being, but it doesn't identify them for you.
Name: The Failed Guard (Bastion)
Cost to Summon: 2 FP
Effect: Any person within 2 yards of this spirit will become emboldened with a fighting spirit. Those that pass a HT+3 roll gain a 10 Ablative DR while they are in the radius for a minute. This protects from attacks before any other forms of DR, but recovers at 1 DR per minute. When the buff wears off, they must make another Will roll after entering the radius again.
Cost to Summon: 2 FP
Effect: Any person within 2 yards of this spirit will become emboldened with a fighting spirit. Those that pass a HT+3 roll gain a 10 Ablative DR while they are in the radius for a minute. This protects from attacks before any other forms of DR, but recovers at 1 DR per minute. When the buff wears off, they must make another Will roll after entering the radius again.
Name: The Eternal Dancer (Gala)
Cost to Summon: 4 FP
Effect: Any person within 2 yards of this spirit will hear a tune that makes them want to move and dance. Those that pass a Will+3 roll gain a +1 to all DX-based skills while they are in the radius for a minute. When the buff wears off, they must make another Will roll after entering the radius again.
Cost to Summon: 4 FP
Effect: Any person within 2 yards of this spirit will hear a tune that makes them want to move and dance. Those that pass a Will+3 roll gain a +1 to all DX-based skills while they are in the radius for a minute. When the buff wears off, they must make another Will roll after entering the radius again.
Name: The Ancients (Scribe)
Cost to Summon: 3 FP
Effect: Any person within 2 yards of this spirit will hear whispers of information and advice. Those that pass a Will+3 roll gain a +1 to all non-magical IQ-based skills while they are in the radius for a minute. When the buff wears off, they must make another Will roll after entering the radius again.
Cost to Summon: 3 FP
Effect: Any person within 2 yards of this spirit will hear whispers of information and advice. Those that pass a Will+3 roll gain a +1 to all non-magical IQ-based skills while they are in the radius for a minute. When the buff wears off, they must make another Will roll after entering the radius again.
Name: The Broken (Weaver)
Cost to Summon: 4 FP
Effect: Anyone who comes within 2 yards of this spirit must make an Will-3 roll or have any armor DR or Natural DR reduced by 2 while they are within 2 yards of the spirit. After a minute, they will no longer be affected and must roll again when they reenter the area.
Cost to Summon: 4 FP
Effect: Anyone who comes within 2 yards of this spirit must make an Will-3 roll or have any armor DR or Natural DR reduced by 2 while they are within 2 yards of the spirit. After a minute, they will no longer be affected and must roll again when they reenter the area.
Name: The Haunted (Ferryman)
Cost to Summon: 2 FP
Effect: When summoned, this spirit bonds to either the caster or another willing target. The chosen person automatically becomes aware of any spirits, reanimated creatures, or constructs that come within 4 yards of this spirit. It gives a general description of the being, but it doesn't identify them for you.
Cost to Summon: 2 FP
Effect: When summoned, this spirit bonds to either the caster or another willing target. The chosen person automatically becomes aware of any spirits, reanimated creatures, or constructs that come within 4 yards of this spirit. It gives a general description of the being, but it doesn't identify them for you.
Name: The Plagued (Invalid)
Cost to Summon: 3 FP
Effect: Anyone who comes within 2 yards of this spirit must make an HT-3 roll or be infected with a random disease at the Symptomatic stage. After a minute, the disease will clear up instantly and the person can be infected with a new disease.
Cost to Summon: 3 FP
Effect: Anyone who comes within 2 yards of this spirit must make an HT-3 roll or be infected with a random disease at the Symptomatic stage. After a minute, the disease will clear up instantly and the person can be infected with a new disease.
Name: The Vulnerable (Trials of Man)
Cost to Summon: 3 FP
Effect: Any person within 4 yards of this spirit will feel at peace. Those that pass a Will+3 roll gain a 2 levels of Enhanced Magic Resist. When the buff wears off, they must make another Will roll after entering the radius again.
Cost to Summon: 3 FP
Effect: Any person within 4 yards of this spirit will feel at peace. Those that pass a Will+3 roll gain a 2 levels of Enhanced Magic Resist. When the buff wears off, they must make another Will roll after entering the radius again.
Name: The Lost (Traveler)
Cost to Summon: 5 FP
Effect: Those that are within 4 yards of this spirit may hear whispers of warnings before something bad happens to them. Those within the radius will have the GM roll secretly against their Perception before an ambush, a trap goes off, the floor gives out out, etc., and if they succeed, the spirit will warn them about the impending danger. It's warning will be vague, but give enough detail to avoid harm if they listen.
Cost to Summon: 5 FP
Effect: Those that are within 4 yards of this spirit may hear whispers of warnings before something bad happens to them. Those within the radius will have the GM roll secretly against their Perception before an ambush, a trap goes off, the floor gives out out, etc., and if they succeed, the spirit will warn them about the impending danger. It's warning will be vague, but give enough detail to avoid harm if they listen.
Name: The Found (Veil)
Cost to Summon: 5 FP
Effect: When summoned, this spirit bonds to either the caster or another willing target. The chosen person automatically becomes aware of any deliberately hidden objects or doors that come within 4 yards of this spirit. It isn't able to reveal the hidden objects, but it allows them to search for the secrets. This only works on hidden objects or passages, not lost or forgotten things.
Cost to Summon: 5 FP
Effect: When summoned, this spirit bonds to either the caster or another willing target. The chosen person automatically becomes aware of any deliberately hidden objects or doors that come within 4 yards of this spirit. It isn't able to reveal the hidden objects, but it allows them to search for the secrets. This only works on hidden objects or passages, not lost or forgotten things.
Name: The Luckless (Chaotic)
Cost to Summon: 2 FP
Effect: Any person within 4 yards of this spirit begin having their bodies and minds contorted. The first time someone enters the radius and every 5 minutes after, they must flip a coin and roll a d6. If the coin is a heads, increase the attribute determined by the d6 by 1. If the coin is tails, reduce the attribue by 1 instead. Attributes cannot be changed by more than 3 from their original amount and the alterations last until the spirit is dismissed. The attibutes that can change are:
Cost to Summon: 2 FP
Effect: Any person within 4 yards of this spirit begin having their bodies and minds contorted. The first time someone enters the radius and every 5 minutes after, they must flip a coin and roll a d6. If the coin is a heads, increase the attribute determined by the d6 by 1. If the coin is tails, reduce the attribue by 1 instead. Attributes cannot be changed by more than 3 from their original amount and the alterations last until the spirit is dismissed. The attibutes that can change are:
- Strength (changes by 2 with a limit of 6 instead of 3 and does not affect HP)
- Dexterity (affects DX-based skills, but not Basic Speed)
- Intelligence (affects Will, Perception, and all IQ-based skills)
- Health (does not affect FP or Basic Speed)
- Basic Move
- Active Defense Rolls (applies to Dodge, Parry, Block, and any other spells or actions that use your Active Defense)