Spirits

Spirits

Flying Head

Other Names: Kanontsistóntie’s, Dagwanoenyent
Type: Stories put these creatures as Spirits or Undead, depending on the teller.
Domain: Whirlwinds
Description: Flying Heads are terrifying creatures of Iroquois legend made real. A disembodied head, grown three or more times it’s original size sprouts wings behind the ears, grows vicious fangs and long, shaggy hair. Heavy winds seem to accompany the Flying Heads, and in some stories, even controlled by them. The Flying Heads have a ferocious appetite for human flesh and it is said that their shaggy hair can catch arrows and even bullets, making these flying terrors especially hard to kill.

Demon

Other Names:
Type: Minion
Domain: Dirty Deeds
Description: A whiff of brimstone accompanies these malevolent humanoids, they appear with horns, claws and cloven hooves – many also have small, bat-like wings (whether vestigial or not) and spade-tipped tails. Demons are summoned for a single task – as long as it can be accomplished within a day – and must follow the letter, but not the spirit, of any contract they take part in. Only the truly desperate or foolishly overconfident attempt to make deals with demons.

Summon Demon
Spell Effects: Lesser Control Spirit + Lesser Sense Spirit + Lesser Strengthen Crossroads
Inherent Modifiers: Summoned.
Greater Effects: 0 (x1).

This spell conjures a demon to do the caster’s bidding for the next day. The Energy for the Typical Casting below assumes summoning a demon of equal power to the caster – the power of the demon relative to the caster will change the cost of the spell. Take heed that this version of the spell does not include a pentagram or a reason to force the demon to enter a pact with the caster, it only compels him to show up to unwillingly to a location!

Typical Casting: Lesser Control Spirit (5) + Lesser Sense Spirit (2) + Lesser Strengthen Crossroads (3) + Duration, 1 day (7) + Summoned, 100% of total (20). 37 energy (37×1).

Sample Demons

Meta-Trait (Demon): Affected by True Faith and Path of Spirit (instead of Body/Mind) magic 0; Appearance (Monstrous) [-20]; Dread (Holy Symbols) [-10]; Frightens Animals [-10]; Immunity to Metabolic Hazards 30; Social Stigma (Monster) [-15]; Vow (Always hold to the letter of a signed contract) [-1]; -26 Points.

Minor Demon: Spawnling 37pts (25% of 150 points)

ST: 8 HP: 8 Speed:
DX: 11 Will:10 Move:
IQ: 10 Per:10
HT: 11 FP: SM: -1
Dodge: Parry: DR: 4
Bite (13): 1d-4cut + Agony Follow-Up
Claw (13): 1d-3cut
Traits Demon Meta-Trait; DR 4 (Tough Skin); DR (Fire) 3; Sharp Claws; Sharp Teeth (Affliction: Agony Follow-up);
Skills: Brawling 13; Fast-Talk 10
Notes

Minor Demon: Infernal Researcher 112pts (75% of 150)

ST: 8 HP: 8 Speed:
DX: 10 Will:13 Move:
IQ: 13 Per:13
HT: 10 FP: SM: -1
Dodge: Parry: DR: 4
Bite (10): 1d-4cut
Claw (10): 1d-3cut
Traits Demon Meta-Trait; DR 4 (Tough Skin); DR (Fire) 3; Magery 2 Sharp Claws; Sharp Teeth
Skills: Fast-Talk 14; Hidden Lore (Demons) 14; Hidden Lore (two others) 13; Law (Contract) 12; Research 15; Thaumatology 13; Path of Crossroads 13; Path of Magic 13
Notes

Hell Hound 112pts (75% of 150)

ST: 11 HP: 13 Speed: 6
DX: 12 Will: 10 Move: 6/9
IQ: 8 Per: 12
HT: 12 FP: 12 SM: +0
Dodge: 10 Parry: n/a DR: 3
Bite (14): 1d-1cut
Claw (14): 1dcr
Traits Demon Meta-Trait; Quadruped Meta-Trait; Cannot Speak; Claws (Blunt); Combat Reflexes; Discriminatory Smell (w/Detect Emotion); DR 3; DR 10 (Limited, Heat/Fire, -40%); Enhanced Move 0.5 (Ground); Teeth (Sharp)
Skills: Brawl-14; Tracking 17;
Notes Text describing any special combat tactics etc
Elementals

Other Names: Nature Spirits
Type: Minion
Domain: Various
Description: Elementals are semi-humanoid beings shaped from the base elements and imbued with a semblance of life in order to serve the caster. Various magical traditions will have different ideas of what constitutes a “base element”, and Shamans and Cunning Folk are more likely to create “nature spirits” based on the biome they were created in, rather than abstract elements.

Summon Elemental
Spell Effects: Greater Create Spirit + Lesser Strengthen Matter* + Lesser Create Mind
Inherent Modifiers: Summoned.
Greater Effects: 1 (x3).

This spell conjures an elemental servant to follow the orders of caster for a day. The Energy for the Typical Casting, below, assumes an Elemental built on 25% of the Caster’s power – the power of the elemental relative to the caster will change the cost of the spell.

Typical Casting: Greater Create Spirit (6) + Lesser Strengthen Matter* (3) + Lesser Create Mind (6) + Duration: 1 Day (7) + Summoned: 25% of Caster (4). 78 Energy (26*3).

*Note that some Elementals (notably Fire and Lightning) will use Strengthen Energy rather than Strengthen Matter.

Sample Elemental

Meta-Trait (Elemental): Affected by Path of Spirit (instead of Body/Mind) 0; Immunity to Metabolic Hazards 30; Social Stigma (Conjured) [-15]; Dead Broke [-25]; -10 pts.

Minor Fire Elemental 37pts (25% of 150 points)

ST: 0 HP: 10 Speed: 6
DX: 12 Will: 10 Move: 6
IQ: 6 Per: 10
HT: 12 FP: SM: +0
Dodge: 6 Parry: n/a DR:
Traits Elemental Meta-Trait; Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%); Doesn’t Breathe (Oxygen Combustion, -50%); DR 15 (Limited: Heat/Fire, -40%); Heat Wave (2d Fatigue; 2yrd Aura; Emanation; Costs 1 fat); Infravision; Injury Tolerance (Diffuse); No Manipulators; Weakness (Water; 1d/minute);
Skills: Brawl 14
Notes

Minor Forest Spirit 75pts (50% of 150 points)

ST: 0 HP: 6 Speed:
DX: 12 Will:10 Move:
IQ: 8 Per: 12
HT: 12 FP: SM: -6
Dodge: Parry: DR:
Traits Elemental Meta-Trait; Feature (Glow/Switchable); Binding 12 (Area Affect: 2yrds, Emanation); Dependency (Forests – Very Common, Constantly); Flight (Low Ceiling: 5’); Injury Tolerance (Diffuse); No Manipulators; Sense of Duty (Nature); Speak with Animals; Speak with Plants;
Skills: Wilderness Survival 12; Tracking 12; Stealth 12
Notes
Imp

Other Names: House Devil
Type: Minor Servant
Domain: Dirty Deeds
Description: Miniature demonic humanoids, Imps are basically minor demons, and just about anything said about demons can be said about Imps, though Imps are much easier to overpower and abuse.

Summon Imp
Spell Effects: Lesser Control Spirit + Lesser Sense Spirit + Lesser Strengthen Crossroads
Inherent Modifiers: Summoned.
Greater Effects: 0 (x1).

This spell conjures a minor devil, an imp to do the caster’s bidding for the next day.

Typical Casting: Lesser Control Spirit (5) + Lesser Sense Spirit (2) + Lesser Strengthen Crossroads (3) + Duration, 1 day (7) + Summoned, 25% of total (4). 21 energy (21×1).

Summon Imp Horde
Spell Effects: Lesser Control Spirit + Lesser Sense Spirit + Lesser Strengthen Crossroads
Inherent Modifiers: Summoned, Group.
Greater Effects: 0 (x1).

This spell conjures a gaggle of a minor devils, six imps to do the caster’s bidding for the next day.

Typical Casting: Lesser Control Spirit (5) + Lesser Sense Spirit (2) + Lesser Strengthen Crossroads (3) + Duration, 1 day (7) + Summoned, 25% of total, Group, 6-10 (24). 41 energy (41×1).

Sample Imp

Imp 37pts (25% of 150 points)

ST: 6 HP: 6 Speed: 6
DX: 12 Will: 9 Move: 6/12
IQ: 9 Per: 10
HT: 12 FP: 12 SM: -4
Dodge: 9 Parry: DR: 0
Bite (14): 1d-5cut
Claw (14): 1d-4cut
Traits Demon Meta-Trait; Flight (Winged, -25%); Invisibility (Can Carry Objects, Light Encumbrance, +20%; Costs Fatigue, 1 FP, -5%; Requires concentration, -15%; Visible Shadow, -10%) Sadist; Sharp Claws; Sharp Teeth
Skills: Stealth 12; Brawl 14; Escape 11
Notes Text describing any special combat tactics etc

Quasit 37pts (25% of 150 points)

ST: 6 HP: 6 Speed: 6
DX: 12 Will: 9 Move: 6
IQ: 9 Per: 10
HT: 12 FP: 12 SM: -4
Dodge: 9 Parry: DR: 0
Bite (14): 1d-5cut
Claw (14): 1d-4cut
Traits Demon Meta-Trait; Invisibility (Can Carry Objects, Light Encumbrance, +20%; Costs Fatigue, 1 FP, -5%; Requires concentration, -15%; Visible Shadow, -10%) Sadist; Sharp Claws; Sharp Teeth (Affliction 2; Follow-up; Attribute Penalty: DX-3 and IQ-2)
Skills: Stealth 12; Brawl 14; Escape 11; Lockpick 9; Pick Pockets 11;
Notes Text describing any special combat tactics etc
River People

Other Names: Memegwesi, Pai’iins
Type: Spirit
Domain: Rivers
Description: tiny humanoids covered in brown fur and sporting butterfly wings, River People are capricious and playful, known to guide people to safety if they are appeased, but just as infamous for leading the stingy to their doom – fae-level pranks are the most common form of interference, though.

Thunderers

Other Names: Badogiak, Pletho
Type: Spirit
Domain: Storms
Description: Angle-like spirits, the thunderers appear as beautiful winged humans surrounded by an aura of glory. Electricity crackles around them, especially while in combat. When using their powers, the head of a Thunderer will flicker back and forth between that of beautiful man and a turkey. Thunderers are known for occasionally saving pious folk from monsters.

Spirits

Arcanum 1780: A New World Danukian