The rules for spirits aren't out yet, but these will suffice for now.
Spirits have the same three Abilities; Rage, Gnosis and Willpower.
- Willpower for physical actions that require finesse (Dex or Stamina)
Rage for physical actions that require Strength or force.
Gnosis for social or mental actions.
Essence is a pool of points used to power Charms.
Airt Sense: No change
Materialize: A spirit's Health Track when materialized equals its Rage +3. A spirit's Willpower Track equals its Willpower
Realm Sense: No change
Re-Form: No change
Armor: By spending two points of Essence the spirit gains one extra health level for the remainder of the Scene.
Blast: Damage dealt by blast is Superficial but is not halved.
Cleanse the Blight: No change
Control Electrical Systems: No change other than the Difficulty
Create Fires: Difficulty equals double the amount of damage the fire would do. (Generally 2-6)
Create Wind: Strong breeze diff 1, Storm Diff 5, Tornado Diff 7
Illuminate: No change
Flood: No change
Freeze: The damage dealt is Superficial but is not divided in half for vampires.
Healing: Won't work on vampires, difficulty 1 for Superficial, 3 for Aggravated
Open Moon Bridge: No change
Peek: No change
Shapeshift: No change
Shatter Glass: Difficulty 1
Umbraquake: Damage is Superficial
Updraft: Difficulty 1
Blighted Touch: This deals damage to Willpower.
Corruption: Per Compel (Dominate 1) but needs no eye contact. The spirit rolls Willpower
Incite Frenzy: This can work on anything with the Beast. Resist Fury Frenzy, but it is an opposed roll vs. the spirit's Rage.
Possession: Per Possession (Audspex 5). The spirit rolls Willpower.
Calcify: Spirit rolls Willpower vs. the target's Resolve + Composure.
Solidify Reality: Each success adds one health level
Spirit Static: Generally not something Vampires have to worry about.
Break Reality: Each Win allows the spirit to change one thing
Disorient: Difficulty 1